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.

Autodesk Softimage v7.5