Tail

 
 
 

The Tail object is controlled by a set of one-bone control chains (dark green). The control chain roots (cubes) can be manipulated for animation control of the rig, while the control chain effectors (hidden) are connected to springs for a dyanmics effect.

Returned by

MakeTail

Also available via

Biped.Tail

Quadruped.Tail

Torso.Tail

Properties

Property Name

Type

Description

nbPoints

Integer

the number of control points in the tail curve

ControlChains

XSICollection

the collection of one bone chains connected to each control point. there are nbPoints-1 control chains in a tail

Root

ChainRoot

the root of the first control chain, which is also the root of the entire tail rig

TraceChain

XSICollection

the tail chain (light green) that is controlled by the tail rig. the input parameter NbTailBones determines the number of bones in this chain

TraceRoot

ChainRoot

the root of the trace chain

Hidden

XSICollection

a collection of objects in the tail that are hidden

Envelope

XSICollection

a collection of objects to use as deformers when enveloping

ShadowStart

X3DObject

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 shadow tail. Will be undefined if there is no shadow.

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

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