UI

 
 
 

The UI object represents the property page used to interactively create either the Biped object or the Quadruped object.

Also available via

Biped.UI

Quadruped.UI

Properties

Property Name

Type

Description

TorsoType

Integer

type of spine

Possible values:

  • 0 = quaternion

  • 1 = skeleton

TorsoStretch

Integer

how the spine stretches

Possible values:

  • 0 = by spine scale slider

  • 1 = to meet the chest controller

TorsoDivisions

Integer

the number of spine divisions

IconType

Integer

type of icon to use for chest, hip, and upper body controls

Possible values:

  • 0 = square

  • 1 = cube

MakeBelly

Boolean

whether there's a belly control or not

BellySlide

Integer

the value of the belly slide control (blending motion between the hip and belly)

BellyCenterPercentage

Integer

where the center of the belly is placed

Possible values:

  • 0 = dead center

  • 1+ = the larger the swing radius, the slower the bounce and jiggle

HeadType

Integer

the style of head and neck assembly Possible values:

  • 0 = skeleton

  • 1 = spine

HeadStretch

Integer

whether the neck spine should stretch automatically to follow the head, or try to maintain a constant length (for spine head types only)

HeadDivisions

Integer

the number of divisions on the neck (for spine head types only)

Ears

Boolean

whether or not to generate ears from the ear guides on the biped guide

RotationOrder

Integer

the rotation order on the arms (YZX is the best rotation order for preventing gimble lock on arms)

Possible values:

  • 0 = YZX

  • 1 = XYZ

Note

Not available for Quadrupeds

ArmSymmetry

Integer

whether to use negative scaling on the right arm

Possible values:

  • 0 = symmetric manipulation

  • 1 = asymmetric manipulation

Note

Not available for Quadrupeds

ArmAttachment

Integer

where to parent the arms

Possible values:

  • 0 = under the shoulders

  • 1 = under the hips

Note

Not available for Quadrupeds

FingerType

Integer

construct finger bones

Possible values:

  • 0 = from 2D chains

  • 1 = from 3D chains

Note

Not available for Quadrupeds

ForeArmRoll

Boolean

whether or not to add forearm roll division

Note

Not available for Quadrupeds

ForeArmDivisions

Integer

the number of forearm roll divisions

Note

Not available for Quadrupeds

BicepRoll

Boolean

whether or not to add bicep roll division

Note

Not available for Quadrupeds

BicepDivisions

Integer

the number of bicep roll divisions

Note

Not available for Quadrupeds

ThighRoll

Boolean

whether or not to add thigh roll division to the thigh bone

Note

Not available for Quadrupeds

ThighDivisions

Integer

the number of thigh roll divisions

Note

Not available for Quadrupeds

ArmPitSlide

Boolean

whether or not to create a two-point slide between the bicep and the chest bone

Note

Not available for Quadrupeds

HipSlide

Boolean

whether or not to create a two-point slide between the thigh and the hip bone with guides on either side of the hip

Note

Not available for Quadrupeds

ThighSlide

Boolean

whether or not to create a two-point slide between the thigh and the hip bone with guides behind the legs

Note

Not available for Quadrupeds

ElbowsJoint

Boolean

whether or not to create joint compression between the bicep and the forearm

Note

Not available for Quadrupeds

KneeJoint

Boolean

whether or not to create joint compression between the femur and tibia

Note

Not available for BipedDogLegs or Quadrupeds

ShadowType

Integer

the type of shadow rig to constrain to the biped.

Possible values:

  • 0 =

  • 1 = SI3D Skeleton

  • 2 = Softimage Skeleton

  • 3 = Null

  • 4 = Box

  • 5 = Box with skeleton arms

  • 6 = Box with skeleton legs

  • 7 = Box with skeleton legs and arms

ShadowHands

Integer

whether or not to create a shadow rig for the hands

Note

Not available for Quadrupeds

MakeTail

Boolean

whether or not to generate tail

Note

Not available for Bipeds or BipedDogLegs

TailDivisions

Integer

the number of bones in tail's tracing chain

Note

Not available for Bipeds or BipedDogLegs

FrontRoll

Boolean

whether or not to apply roll divisions to the front legs (roll divisions behave the same as the bicep or thigh roll divisions)

Note

Not available for Bipeds or BipedDogLegs

FrontRollDivisions

Integer

the number of roll divisions on the front legs

Note

Not available for Bipeds or BipedDogLegs

BackRoll

Boolean

whether or not to apply roll divisions to the hind legs (roll divisions behave the same as the bicep or thigh roll divisions)

Note

Not available for Bipeds or BipedDogLegs

BackRollDivisions

Integer

the number of roll divisions on the hind legs

Note

Not available for Bipeds or BipedDogLegs

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