The DogLeg object represents a three-bone leg with an and up-vector control object, and a rigged three bone foot (see MakeFoot). The leg and foot bones are created from a collection of 9 or more guide objects: Femur; Tibia; Metarsal; Middle Pivot; Right Pivot; Left Pivot; and at least 3 objects running from the start of the foot to the end of the toe (this means the foot must be at least a two bone chain). Extra items are added onto the length of the foot.
Property Name |
Type |
Description |
---|---|---|
Root |
the root of the dog leg |
|
Foot.Root |
the root of the new dog leg foot |
|
Knee |
the knee guide null holding the DogLeg operator |
|
Tarsus |
the tarsus guide null holding the DogLeg operator |
|
Foot |
the guide null that the end of the dog leg effector is constrained to on the foot |
|
UpVec |
the dog leg's upvector control |
|
Skel |
a Skeleton collection of the chain elements in the new dog leg |
|
Hidden |
a collection of hidden objects in the leg rig |
|
Envelope |
a collection of objects in the leg rig to use for enveloping |
|
ShadowStart |
(varies depending on type of shadow specified; eg., Null, X3DObject, etc.) |
the shadow start object, usually this is the start of a branch in a shadow hiearchy |
ShadowEnds |
a collection of shadows ends, usually these are leaf nodes or parent of a branch in a shadow hierarchy |
|
Shadows |
the collection of objects that make up the leg shadow. Will be undefined if there is no shadow |
See CDK Object Reference for complete list of objects available in the Character Development Kit.