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# DogLeg

The DogLeg object represents a three-bone leg with an and up-vector control object, and a rigged three bone foot (see MakeFoot). The leg and foot bones are created from a collection of 9 or more guide objects: Femur; Tibia; Metarsal; Middle Pivot; Right Pivot; Left Pivot; and at least 3 objects running from the start of the foot to the end of the toe (this means the foot must be at least a two bone chain). Extra items are added onto the length of the foot.

## Returned by

MakeDogLeg

## Also available via

Quadruped.RDogLeg

Quadruped.LDogLeg

## Properties

Property Name | Type | Description
--- | --- | ---
Root | ChainRoot | the root of the dog leg
Foot.Root | ChainRoot | the root of the new dog leg foot
Knee | Null | the knee guide null holding the DogLeg operator
Tarsus | Null | the tarsus guide null holding the DogLeg operator
Foot | Foot | the guide null that the end of the dog leg effector is constrained to on the foot
UpVec | X3DObject | the dog leg's upvector control
Skel | XSICollection | a Skeleton collection of the chain elements in the new dog leg
Hidden | XSICollection | a collection of hidden objects in the leg rig
Envelope | XSICollection | a collection of objects in the leg rig to use for enveloping
ShadowStart | (varies depending on type of shadow specified; eg., Null, X3DObject, etc.) | 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 leg shadow. Will be undefined if there is no shadow

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