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# ForeArmRoll

The ForeArmRoll object represents roll nulls along the length of a bone. When used as deformers on an envelope they evenly distribute twist along the length of a bone giving a more natural skin deformation.

The start and end rotations are determined differently for a forearm roll and bicep roll (see BicepRoll). In forearm roll, the starting rotation is the forearm's rotation minus any spin, calculated using the bicep's rotation. The end rotation is the next bone's rotation (wrist) with spin. Roll division rotations are then interpolated between the start and end. In the case of bicep roll the bicep bone is used for both start and end rotations. The start rotation is the bone's rotation minus spin, the end rotation is its rotation with spin.

## Returned by

MakeForearmRoll

## Also available via

Arm.ForeArmRoll

## Properties

Property Name | Type | Description
--- | --- | ---
Divisions | XSICollection | a collection of the dividing null objects
Sliders | CustomProperty | the slider page for roll offset placed on the hand
Nb | Integer | the number of divisions
RollOffset | Parameter | the value of the roll Offset on creation

See CDK Object Reference for complete list of objects available in the Character Development Kit.