## MakeShadowChain

### Introduced

v4.0

### Description

Traces a new shadow hierarchy (a chain or null hierarchy) on top of an existing chain. The shadow objects will be pose-constrained to the original objects.

### Scripting Syntax

    oShadow = MakeShadowChain( Chain, ShadowParent, [SI3DStyleChain], [IconScale], [ShadowType], [ShadowCharacterSetName] );

### Return Value

Returns a Shadow JScript object.

### Parameters

Parameter | Type | Description
--- | --- | ---
Chain | String | A collection of chain objects to trace. Must be in the same order as order defined by the GetSkeleton command.
ShadowParent | String | The object to which the new shadow hierarchy will be parented.
SI3DStyleChain | Boolean | True to draw a SI|3D chain; False to draw a standard Softimage one. Default Value: False
IconScale | Double | Icon scale of the skeleton. Default Value: 1.0
ShadowType | Integer | The type of shadow tracing to be drawn. for convenience the numbers align with the UI options for the shadow type on the default rig generators. Box Shadows are not traced here, but are done as components because they need to make assumptions about the volume of each component. Default Value: 0
Possible Values: | Description:
0 | Skeleton shadow rig
1 | Null shadow rig
ShadowCharacterSetName | String | The name of the shadow character set that should be used for this chain; it gets stored in a Custom PSet for use. Default Value: ""

### Examples

#### JScript Example

    /*

    	This script creates an arm, then creates two shadow

    	chains over top of it. The first uses nulls the other

    	uses a chain.

    */

    var guidecoll = new ActiveXObject("XSI.Collection");

    guidecoll.Add( GetPrim("Null", "ShoulderGuide") );

    guidecoll.Add( GetPrim("Null", "ElbowGuide") );

    guidecoll.Add( GetPrim("Null", "HandGuide") );

    var lXfm = guidecoll(0).Kinematics.Global.Transform

    var lPos = XSIMath.CreateVector3();

    /*

    	Right Arm

    */

    lXfm.SetTranslationFromValues(0,0,0);

    guidecoll(0).Kinematics.Global.Transform = lXfm;

    lXfm.SetTranslationFromValues(4,0,-2);

    guidecoll(1).Kinematics.Global.Transform = lXfm;

    lXfm.SetTranslationFromValues(8,0,0);

    guidecoll(2).Kinematics.Global.Transform = lXfm;

    var RArm = MakeArm(ActiveSceneRoot, guidecoll, "R",null, 0,0,0,null ,null, 0);

    /*

    	Add a chain shadow

    */

    //NULL shadow

    var shadow = MakeShadowChain( GetSkeleton(RArm.Root), ActiveSceneRoot,0,1.0,1);

    //BONE shadow

    shadow = MakeShadowChain( GetSkeleton(RArm.Root), ActiveSceneRoot,0,2.0,0);

    DumpShadow( shadow );

    function DumpShadow( inShadow )

    {

    logmessage ("Data in the returned shadow object:");

    logmessage ("-----------------------------------");

    	logmessage ("ShadowParent : " + inShadow.Root);

    logmessage ("SI3DStyle    : " + inShadow.Eff);

    logmessage ("#ShadowObject: " + inShadow.Shadows.count);

    	for(var b=0;b<inShadow.Shadows.count;b++)

    	{logmessage (" ShadowObj" +  b + "  : " + inShadow.Shadows(b));}

    	logmessage ("#ShadowEnds  : " + inShadow.ShadowEnds.count);

    	for(var b=0;b<inShadow.ShadowEnds.count;b++)

    	{logmessage (" ShadowEnd" + b + "  : " + inShadow.ShadowEnds(b));}

    	logmessage ("Scale        : " + inShadow.Scale);

    logmessage ("Hidden       : " + inShadow.Hidden);

    logmessage ("Envelope     : " + inShadow.Envelope);

    logmessage ("ShadowModel  : " + inShadow.ShadowModel);

    }

    //results from running this script:

    //INFO : "Data in the returned shadow object:"

    //INFO : "-----------------------------------"

    //INFO : "ShadowParent : RRoot1"

    //INFO : "SI3DStyle    : undefined"

    //INFO : "#ShadowObject: 4"

    //INFO : " ShadowObj0  : RRoot1"

    //INFO : " ShadowObj1  : RBicep1"

    //INFO : " ShadowObj2  : RForearm1"

    //INFO : " ShadowObj3  : eff"

    //INFO : "#ShadowEnds  : 1"

    //INFO : " ShadowEnd0  : RRoot1"

    //INFO : "Scale        : 1"

    //INFO : "Hidden       : RRoot1"

    //INFO : "Envelope     : RBicep1,RForearm1"

    //INFO : "ShadowModel  : Scene_Root"

### See Also

MakeShadowSpine