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Description
The CCID solver can solve N-Bone chains using the Cyclic Coordinate Descent Inverse Kinematics algorithm. For now this node supports single effector chains only.
Information
| Plugin | ControlRig |
| Category | Hierarchy |
| Tags | N-Bone,IK |
| Type | FRigUnit_CCDIKItemArray |
IO
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| ExecutePin | This property is used to chain multiple mutable units together | Execute Context |
Inputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Items | The chain to use | TArray<FRigElementKey> | () |
| EffectorTransform | The transform of the effector in global space | Transform | (Rotation=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Translation=(X=0.000000,Y=0.000000,Z=0.000000),Scale3D=(X=1.000000,Y=1.000000,Z=1.000000)) |
| Precision | The precision to use for the fabrik solver | float | 1.000000 |
| Weight | The weight of the solver - how much the IK should be applied. | float | 1.000000 |
| MaxIterations | The maximum number of iterations. Values between 4 and 16 are common. | int32 | 10 |
| bStartFromTail | If set to true the direction of the solvers is flipped. | bool | True |
| BaseRotationLimit | The general rotation limit to be applied to bones | float | 30.000000 |
| RotationLimits | Defines the limits of rotation per bone. | TArray<FRigUnit_CCDIK_RotationLimitPerItem> | () |
| bPropagateToChildren | If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off. | bool | True |