DogLeg

 
 
 

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.

Returned by

MakeDogLeg

Properties

Property Name

Type

Description

Root

ChainRoot

the root of the dog leg

Foot.Root

ChainRoot

the root of the new dog leg foot

Knee

Null

the knee guide null holding the DogLeg operator

Tarsus

Null

the tarsus guide null holding the DogLeg operator

Foot

Foot

the guide null that the end of the dog leg effector is constrained to on the foot

UpVec

X3DObject

the dog leg's upvector control

Skel

XSICollection

a Skeleton collection of the chain elements in the new dog leg

Hidden

XSICollection

a collection of hidden objects in the leg rig

Envelope

XSICollection

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

XSICollection

a collection of shadows ends, usually these are leaf nodes or parent of a branch in a shadow hierarchy

Shadows

XSICollection

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.