v4.0
Creates a character with the same proportions as a biped dog leg guide. The guide must be a model named "Biped_DogLeg_Guide".
oBiped = MakeBipedDogLeg( [TorsoType], [TorsoStretch], [TorsoDivisions], [IconType], [MakeBelly], [BellySlide], [BellyCenterPercentage], [HeadType], [HeadStretch], [HeadDivisions], [Ears], [RotationOrder], [ArmSymmetry], [ArmAttachment], [FingerType], [ForeArmRoll], [ForeArmDivisions], [BicepRoll], [BicepDivisions], [ThighRoll], [ThighDivisions], [ArmPitSlide], [HipSlide], [ThighSlide], [ElbowsJoint], [ShadowType], [ShadowHands], [OneModel], [IndependentLower], [CreateShadowKeySet], [SelectUsingUI] ); |
Returns a dog leg Biped JScript object.
Parameter | Type | Description | ||||||||||||||||||
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TorsoType | Integer |
Whether quaternion spine or skeleton spine should be used. Default Value: 0
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TorsoStretch | Integer |
Whether the spine should stretch to follow the chest controller, or maintain a constant length. Default Value: 0
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TorsoDivisions | Integer |
The number of spine divisions. The number of vertebra will be NbDivisions+1 . Default Value: 3 |
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IconType | Integer |
Type of icon to use for chest, hip, and upper body controls. Default Value: 0
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MakeBelly | Boolean |
Option to create a belly control. See MakeBelly command. Default Value: 0 |
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BellySlide | Integer |
Connects two point slide controls between the belly and hip, blending motion between the hip and
belly for more realistic skin deformation. The slides are placed on either side of the belly control.
Default Value: 0 |
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BellyCenterPercentage | Double |
Controls where the center of the belly is placed. A value of 0 attaches the belly center at the hip
and bottom spine vertebra, giving a large radius for belly swing. A value of 1 puts the belly center
near the belly surface, giving a small radius for belly swing. Generally the larger the swing radius,
the slower a belly will bounce and jiggle.
Default Value: 0 |
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HeadType | Integer |
The style of head assembly to be used. Default Value: 0
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HeadStretch | Integer |
Whether the neck spine should stretch automatically to follow the head, or try to maintain a constant
length. This parameter is ignored for the skeleton head type.
Default Value: 0 |
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HeadDivisions | Integer |
The number of divisions on the neck if a spine head assembly is choosen. This parameter is ignored
for the skeleton head type.
Default Value: 3 |
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Ears | Boolean |
Option to generate ears (a form of tail, see MakeTail ) from the ear guides on the biped dog leg guide. Default Value: 0 |
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RotationOrder | Integer |
Option for YZX rotation order on the arms, otherwise XYZ order is used. YZX is the best rotation order for preventing gimble lock on arms. Default Value: 0
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ArmSymmetry | Integer |
Options for symmetric manipulation of the arms. Negative scaling is applied to the right arm to give symmetric manipuation. Default Value: 0
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ArmAttachment | Integer |
Option to parent the arms under the shoulders (default) or under the hips. Default Value: 0
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FingerType | Integer |
Option to construct finger bones from 2D or 3D chains. Default Value: 0
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ForeArmRoll | Boolean |
Option to add forearm roll division ( see MakeForearmRoll for a description of forearm roll division ). Default Value: 0 |
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ForeArmDivisions | Integer |
The number of forearm roll divisions. If the value is zero no roll is created. Default Value: 3 |
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BicepRoll | Boolean |
Option to add bicep roll division ( see MakeBicepRoll for a description of bicep roll division ). Default Value: 0 |
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BicepDivisions | Integer |
The number of bicep roll divisions. If the value is zero no roll is created. Default Value: 3 |
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ThighRoll | Integer |
Option to add thigh roll division to the thigh bone. Thigh roll division is the same as bicep roll division
(see MakeBicepRoll for a description of bicep roll division).
Default Value: 0 |
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ThighDivisions | Integer |
The number of thigh roll divisions. If the value is zero no roll is created. Default Value: 3 |
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ArmPitSlide | Boolean |
Option to create a two-point slide between the bicep and the chest bone. Guide cubes for the slides are
are on either side of the chest bone and in the bicep bones. See Make2PointSlide for
a description of two-point slides.
Default Value: 0 |
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HipSlide | Boolean |
Option to create a two-point slide between the thigh and the hip bone. Guide cubes for positioning the
slides are on either side of the hip. See Make2PointSlide for a description of
two-point slides.
Default Value: 0 |
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ThighSlide | Boolean |
Option to create a thigh slide between the thigh and the hip bone. Guide cubes for positioning the slides
are found behind the legs of the guide. See MakeThighSlide for a description of thigh
slides.
Default Value: 0 |
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ElbowsJoint | Boolean |
Option to create joint compression between the bicep and the forearm. See MakeJointCompression
for a description of joint compression.
Default Value: 0 |
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ShadowType | Integer |
The type of shadow rig to constrain to the biped. Shadow rigs can be used to transfer or remap animation. Default Value: 0
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ShadowHands | Integer |
Option to create a shadow rig for the hands. Default Value: 0 |
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OneModel | Boolean |
If true, then the rig and the shadow rig are created under the same model. Default Value: 0 |
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IndependentLower | Boolean |
If true, then the shadow rig has a hip plate created with it. Default Value: 0 |
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CreateShadowKeySet | Boolean |
If true, then the shadow rig has a character key set created with it. It is only used
in scripting. Default Value: 0 |
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SelectUsingUI | Boolean |
If true a dialog box will prompt the user to select the above options. Default Value: 0 |
/* This example generates two biped dog leg rigs from a biped dog leg guide. */ GetProportionalGuide("Biped_DogLeg_Guide", 0, 0); // Generate a default rig from the guide MakeBipedDogLeg(1, 0, 3, 0, false, 0, 0.25, 0, 0, 3, false, 0, 1, 0, 0, false, 0, false, 0, false, 0, false, false, false, false, 0, 0, false, false, false, true); Translate("Biped_DogLeg.GlobalSRT", -10, 0, 0, siRelative, siView, siObj, siXYZ, null, null, siXYZ, null, null, null, null, null, null, 0); //Generate a rig with box shadow from the guide MakeBipedDogLeg(1, 0, 3, 0, false, 0, 0.25, 0, 0, 3, false, 0, 1, 0, 0, false, 0, false, 0, false, 0, false, false, false, false, 4, 0, false, false, false, true); Translate("Biped_DogLeg1.GlobalSRT", 10, 0, 0, siRelative, siView, siObj, siXYZ, null, null, siXYZ, null, null, null, null, null, null, 0); |