MakeShadowChain

Introduced

v4.0

Categories

character rigging

Description

Traces a new shadow hierarchy (a chain or null hierarchy) on top of an existing chain. The shadow objects will be pose-constrained to the original objects.

Scripting Syntax

oShadow = MakeShadowChain( Chain, ShadowParent, [SI3DStyleChain], [IconScale], [ShadowType], [ShadowCharacterSetName] );

Return Value

Returns a Shadow JScript object.

Parameters

Parameter Type Description
Chain String A collection of chain objects to trace. Must be in the same order as order defined by the GetSkeleton command.
ShadowParent String The object to which the new shadow hierarchy will be parented.
SI3DStyleChain Boolean True to draw a SI|3D chain; False to draw a standard Softimage one.

Default Value: False

IconScale Double Icon scale of the skeleton.

Default Value: 1.0

ShadowType Integer The type of shadow tracing to be drawn. for convenience the numbers align with the UI options for the shadow type on the default rig generators. Box Shadows are not traced here, but are done as components because they need to make assumptions about the volume of each component.

Default Value: 0

Possible Values:

Description:

0 Skeleton shadow rig
1 Null shadow rig
ShadowCharacterSetName String The name of the shadow character set that should be used for this chain; it gets stored in a Custom PSet for use.

Default Value: ""

Examples

JScript Example

/*
        This script creates an arm, then creates two shadow 
        chains over top of it. The first uses nulls the other
        uses a chain.
*/
var guidecoll = new ActiveXObject("XSI.Collection");
guidecoll.Add( GetPrim("Null", "ShoulderGuide") ); 
guidecoll.Add( GetPrim("Null", "ElbowGuide") ); 
guidecoll.Add( GetPrim("Null", "HandGuide") ); 
var lXfm = guidecoll(0).Kinematics.Global.Transform
var lPos = XSIMath.CreateVector3();
/*
        Right Arm
*/
lXfm.SetTranslationFromValues(0,0,0);
guidecoll(0).Kinematics.Global.Transform = lXfm;
lXfm.SetTranslationFromValues(4,0,-2);
guidecoll(1).Kinematics.Global.Transform = lXfm;
lXfm.SetTranslationFromValues(8,0,0);
guidecoll(2).Kinematics.Global.Transform = lXfm;
var RArm = MakeArm(ActiveSceneRoot, guidecoll, "R",null, 0,0,0,null ,null, 0);
/*
        Add a chain shadow
*/
//NULL shadow
var shadow = MakeShadowChain( GetSkeleton(RArm.Root), ActiveSceneRoot,0,1.0,1);
//BONE shadow
shadow = MakeShadowChain( GetSkeleton(RArm.Root), ActiveSceneRoot,0,2.0,0);
DumpShadow( shadow );
function DumpShadow( inShadow )
{
logmessage ("Data in the returned shadow object:");
logmessage ("-----------------------------------");
        logmessage ("ShadowParent : " + inShadow.Root);
logmessage ("SI3DStyle    : " + inShadow.Eff);
logmessage ("#ShadowObject: " + inShadow.Shadows.count);
        for(var b=0;b<inShadow.Shadows.count;b++)
        {logmessage (" ShadowObj" +  b + "  : " + inShadow.Shadows(b));}
        logmessage ("#ShadowEnds  : " + inShadow.ShadowEnds.count);
        for(var b=0;b<inShadow.ShadowEnds.count;b++)
        {logmessage (" ShadowEnd" + b + "  : " + inShadow.ShadowEnds(b));}
        logmessage ("Scale        : " + inShadow.Scale);
logmessage ("Hidden       : " + inShadow.Hidden);
logmessage ("Envelope     : " + inShadow.Envelope);
logmessage ("ShadowModel  : " + inShadow.ShadowModel);
}
//results from running this script:
//INFO : "Data in the returned shadow object:"
//INFO : "-----------------------------------"
//INFO : "ShadowParent : RRoot1"
//INFO : "SI3DStyle    : undefined"
//INFO : "#ShadowObject: 4"
//INFO : " ShadowObj0  : RRoot1"
//INFO : " ShadowObj1  : RBicep1"
//INFO : " ShadowObj2  : RForearm1"
//INFO : " ShadowObj3  : eff"
//INFO : "#ShadowEnds  : 1"
//INFO : " ShadowEnd0  : RRoot1"
//INFO : "Scale        : 1"
//INFO : "Hidden       : RRoot1"
//INFO : "Envelope     : RBicep1,RForearm1"
//INFO : "ShadowModel  : Scene_Root"

See Also

MakeShadowSpine