Softimage SDK Programmer's Guide > Customizing with the SDK > Character Development Kit > CDK Object Reference >

# 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.