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); |