The UI object represents the property page used to interactively create either the Biped object or the Quadruped object.
Also available via
Properties
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Property Name |
Type |
Description |
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TorsoType |
type of spine Possible values: • 0 = quaternion • 1 = skeleton |
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TorsoStretch |
how the spine stretches Possible values: • 0 = by spine scale slider • 1 = to meet the chest controller |
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TorsoDivisions |
the number of spine divisions |
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IconType |
type of icon to use for chest, hip, and upper body controls Possible values: • 0 = square • 1 = cube |
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MakeBelly |
whether there's a belly control or not |
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BellySlide |
the value of the belly slide control (blending motion between the hip and belly) |
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BellyCenterPercentage |
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 |
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HeadType |
the style of head and neck assembly Possible values: • 0 = skeleton • 1 = spine |
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HeadStretch |
whether the neck spine should stretch automatically to follow the head, or try to maintain a constant length (for spine head types only) |
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HeadDivisions |
the number of divisions on the neck (for spine head types only) |
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Ears |
whether or not to generate ears from the ear guides on the biped guide |
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RotationOrder |
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 |
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ArmSymmetry |
whether to use negative scaling on the right arm Possible values: • 0 = symmetric manipulation • 1 = asymmetric manipulation Note: Not available for Quadrupeds |
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ArmAttachment |
where to parent the arms Possible values: • 0 = under the shoulders • 1 = under the hips Note: Not available for Quadrupeds |
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FingerType |
construct finger bones Possible values: • 0 = from 2D chains • 1 = from 3D chains Note: Not available for Quadrupeds |
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ForeArmRoll |
whether or not to add forearm roll division Note: Not available for Quadrupeds |
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ForeArmDivisions |
the number of forearm roll divisions Note: Not available for Quadrupeds |
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BicepRoll |
whether or not to add bicep roll division Note: Not available for Quadrupeds |
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BicepDivisions |
the number of bicep roll divisions Note: Not available for Quadrupeds |
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ThighRoll |
whether or not to add thigh roll division to the thigh bone Note: Not available for Quadrupeds |
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ThighDivisions |
the number of thigh roll divisions Note: Not available for Quadrupeds |
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ArmPitSlide |
whether or not to create a two-point slide between the bicep and the chest bone Note: Not available for Quadrupeds |
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HipSlide |
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 |
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ThighSlide |
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 |
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ElbowsJoint |
whether or not to create joint compression between the bicep and the forearm Note: Not available for Quadrupeds |
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KneeJoint |
whether or not to create joint compression between the femur and tibia Note: Not available for BipedDogLegs or Quadrupeds |
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ShadowType |
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 |
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ShadowHands |
whether or not to create a shadow rig for the hands Note: Not available for Quadrupeds |
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MakeTail |
whether or not to generate tail Note: Not available for Bipeds or BipedDogLegs |
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TailDivisions |
the number of bones in tail's tracing chain Note: Not available for Bipeds or BipedDogLegs |
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FrontRoll |
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 |
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FrontRollDivisions |
the number of roll divisions on the front legs Note: Not available for Bipeds or BipedDogLegs |
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BackRoll |
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 |
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BackRollDivisions |
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