General Solver Parameters
Max iterations: Is the maximum number of solver iterations. By default, this is set to 150. However, you are able to increase or decrease this depending on your needs.
Translate root: Enables root translation and allows finding an optimal root position.
Retargeting gain: Is the influence of the source animation on the retargeted character. 0 means no influence and 1 means maximum influence.
P Coefficient: Is the overall gain in the IKINEMA solver.
Source scale: Is the import scale of the source data In the IKINEMA rig editor.
Enable shadow posing: Enables shadow posing when solving.
Root translation weight: Determines how mobile the root is.
Root translation DoF: Enables you to disable root translation via the x,y,z axis.
Task Precision: Allows you to set the accuracy and dampening on the solver.
Limits gain: Same as retargeting gain
Combine with animation: Tells the solver to use the limit parameter info and shadow posing/retargeting.
Weight parameter: This feature is used to stiffen the joints between the bones to get the desired behaviour. This is usually used for Rigid body solving, in set-ups where there is a bone chain with no bone retargeting or in a situation where you want to restrict the motion of the bone or bone hierarchy. e.g. For the spine and neck hierarchy, or limbs, like arms and legs. Or when you want our IK to be driving bones that aren't retargeted.
Active parameter: You are able to enable or disable the IKINEMA solver on the selected bone. By default, this would be enabled and would be used in retargets where your target character has extra bones like roll bones.
Retargeting Gain: Is used when you have done bone to bone retargeting. It’s the influence of the animation data on the retarget pose of your character. Reducing this, you would be reducing the influence of the source data on your retarget for that bone.
Retargeting DoF: Allows you to simply chose the axis per bone you want the Retargeting gain to have an influence on. So can reduce the influence on the X, Y, or Z.
DOF: allows you to disable rotation via either X, Y, Z axis.
Enabling stretch: Via the axis this allows our solver to stretch that bone via that axis so that it can reach its target.
Reset to Rest: resets the bone to rest pose
Max velocity: limits the change that happens per bone rotation, per frames.
Enable retargeting: Decide whether the joint will follow the orientation from a source joint or not.
Task offset: With Task Offset you can manipulate tasks which will have an affect on the final animation to reduce or eliminate the FK source animation.
Lock offset: Will lock these offset so that any addition alteration to the rig and or tasks won't alter the task offset.
Has orientation/position task: A feature that enables or disables the orientation or position tasks in the solver.
Position and Rotation weight: The importance of this tasks position or orientation parameter in relation to all other tasks.
Position and rotation Dof: allows you to disable or enable the position and or orientation on a specific axis.
Position and rotation depth: Is the number of bones the IK task will influence.
Position and Rotation precision: Sets the accuracy and dampening on the task target.
Animation Cleaning Pipeline (ACP) Parameters
Floor Level compensation: Would allow you to stop your characters body part (usually feet) from penetrating the ground in your virtual environment.
Auto-Locking: Is used to remove any sliding that your mocap data might have.
Mesh Offset: is the value you wish to give the bone to remove floor penetration.
Hip offset: Simply tells the solver to implement this offset on the hips when required.
Auto-locking parameters: Is locking needs to be enabled on all bones that have this feature and also need to be enabled on the hip and chest bone.
Min and Max velocity threshold: sets the minimum and maximum value of the velocity required for this feature to have an effect.
Number of frames to blend over: is simply the number of frames to blend to and from the source data.
Self Penetration Parameters
Characterisation editor: Enables you to characterise body parts that would be part of your self-penetration setup.
Create IK constraint (enabling or disabling): IK constraint for self-penetration and is enabled automatically via the characterisation parameter. This would be set with the Characterization Editor.
Collision shape: is created for body parts which have external body parts intersecting them. You can use the features found here to set the shapes, change the size and set it location.
Self-penetration constraint parameters
Self-collision: Enables or disables the self-collision parameter on a limb that's intersecting a body part.
Bones to collide: You need to associate which bones you've created a collision shape for.
Mesh offset: Allows you to set an offset for the bones when it's in contact with the collision shape.
Normal smoothness: is a filter for smoothness and is mostly used for when you have multiple shapes intersecting or your collision shape has sharp edges.
Position and rotation depth: allows you to use the settings on this bones self pen feature to have an influence on other bones going up the hierarchy.
Position and rotation weight: Is the importance of this tasks parameter in comparison to all other tasks.