modifier3d
3d · animation · 14 properties · 3D
The 3D twin of modifier2d, over bone3d: look_at, two_bone_ik, fabrik, ccdik and jiggle, posing bones after the clip has run. A chain solver turns each bone by the shortest arc onto the solved point, so a bone's twist about its own aim is left as the clip wrote it.
In a scene, modifier3d is the node key that applies it. A script reaches the same properties through node.modifier3d.get() and node.modifier3d.set(table).
Properties
| property | type | default | description |
|---|---|---|---|
angle_limit | float | 0 | How far a ccdik bone may turn from its rest, in radians; 0 leaves it free |
bone | string | — | Node path to the driven bone, relative to this node; empty means this node. For a chain solver, its root |
chain | int | 0 | How many bones the chain holds, counting the driven one; 0 walks to the deepest tip |
damping | float | 0.75 | How much of a jiggle bone's speed survives a tick, 0 to 1 |
enabled | bool | true | Whether the modifier runs; off leaves the clip's pose alone |
flip | bool | false | Bend a two-bone chain the other way |
gravity | vec3 | [0,-6,0] | Pull on a jiggle bone while use_gravity is on |
iterations | int | 10 | Solver passes for fabrik and ccdik |
kind | enum | look_at | Aim one bone at the target, bend a two-bone chain to it, reach with a chain of any length (fabrik or ccdik), or let a chain lag behind the pose (jiggle) One of look_at, two_bone_ik, fabrik, ccdik, jiggle. |
mass | float | 0.75 | What gravity weighs against stiffness on a jiggle bone |
stiffness | float | 3 | How hard a jiggle bone is pulled back to the pose |
target | string | — | Node path to the point to aim at, relative to this node. Unused by jiggle |
tolerance | float | 0.01 | How close to the target ends a fabrik or ccdik solve early |
use_gravity | bool | false | Whether a jiggle chain is pulled by gravity |