MakeBipedDogLeg

Introduced

4.0

Description

Creates a character with the same proportions as a biped dog leg guide. The guide must be a model named "Biped_DogLeg_Guide".

Scripting Syntax

MakeBipedDogLeg( [TorsoType], [TorsoStretch], [TorsoDivisions], [IconType], [MakeBelly], [BellySlide], [BellyCenterPercentage], [HeadType], [HeadStretch], [HeadDivisions], [Ears], [RotationOrder], [ArmSymmetry], [ArmAttachment], [FingerType], [ForeArmRoll], [ForeArmDivisions], [BicepRoll], [BicepDivisions], [ThighRoll], [ThighDivisions], [ArmPitSlide], [HipSlide], [ThighSlide], [ElbowsJoint], [ShadowType], [ShadowHands], [OneModel], [IndependentLower], [CreateShadowKeySet], [SelectUsingUI] )

Parameters

Parameter

Type

Description

TorsoType [in/out]

Integer

Whether quaternion spine or skeleton spine should be used.

Default Value: 0

Possible Values:

0: Quaternion spine.

1: Skeleton spine.

TorsoStretch [in/out]

Integer

Whether the spine should stretch to follow the chest controller, or maintain a constant length.

Default Value: 0

Possible Values:

0: Stretches by spine scale slider.

1: Stretches to meet the chest controller.

TorsoDivisions [in/out]

Integer

The number of spine divisions. The number of vertebra will be NbDivisions+1 .

Default Value: 3

IconType [in/out]

Integer

Type of icon to use for chest, hip, and upper body controls.

Default Value: 0

Possible Values:

0: Use square controllers.

1: Use cube controllers.

MakeBelly [in/out]

Boolean

Option to create a belly control. See MakeBelly command.

Default Value: 0

BellySlide [in/out]

Integer

Connects two point slide controls between the belly and hip, blending motion between the hip and belly for more realistic skin deformation. The slides are placed on either side of the belly control.

Default Value: 0

BellyCenterPercentage [in/out]

Double

Controls where the center of the belly is placed. A value of 0 attaches the belly center at the hip and bottom spine vertebra, giving a large radius for belly swing. A value of 1 puts the belly center near the belly surface, giving a small radius for belly swing. Generally the larger the swing radius, the slower a belly will bounce and jiggle.

Default Value: 0

HeadType [in/out]

Integer

The style of head assembly to be used.

Default Value: 0

Possible Values:

0: Skeleton head and neck.

1: Spine head and neck.

HeadStretch [in/out]

Integer

Whether the neck spine should stretch automatically to follow the head, or try to maintain a constant length. This parameter is ignored for the skeleton head type.

Default Value: 0

HeadDivisions [in/out]

Integer

The number of divisions on the neck if a spine head assembly is choosen. This parameter is ignored for the skeleton head type.

Default Value: 3

Ears [in/out]

Boolean

Option to generate ears (a form of tail, see MakeTail ) from the ear guides on the biped dog leg guide.

Default Value: 0

RotationOrder [in/out]

Integer

Option for YZX rotation order on the arms, otherwise XYZ order is used. YZX is the best rotation order for preventing gimble lock on arms.

Default Value: 0

Possible Values:

0: YZX order.

1: XYZ order.

ArmSymmetry [in/out]

Integer

Options for symmetric manipulation of the arms. Negative scaling is applied to the right arm to give symmetric manipuation.

Default Value: 0

Possible Values:

0: Symmetric manipulation (one arm has negative scaling).

1: Asymmetric manipulation (both arms have positive scaling).

ArmAttachment [in/out]

Integer

Option to parent the arms under the shoulders (default) or under the hips.

Default Value: 0

Possible Values:

0: Arms are children of shoulders (FK arm style).

1: Arms are children of the hips (shrugging shoulder style).

FingerType [in/out]

Integer

Option to construct finger bones from 2D or 3D chains.

Default Value: 0

Possible Values:

0: Fingers are 2D chains and the preference angles orient with Finger blades.

1: Fingers are 3D chains and preference angles are the pose of the guide.

ForeArmRoll [in/out]

Boolean

Option to add forearm roll division ( see MakeForearmRoll for a description of forearm roll division ).

Default Value: 0

ForeArmDivisions [in/out]

Integer

The number of forearm roll divisions. If the value is zero no roll is created.

Default Value: 3

BicepRoll [in/out]

Boolean

Option to add bicep roll division ( see MakeBicepRoll for a description of bicep roll division ).

Default Value: 0

BicepDivisions [in/out]

Integer

The number of bicep roll divisions. If the value is zero no roll is created.

Default Value: 3

ThighRoll [in/out]

Integer

Option to add thigh roll division to the thigh bone. Thigh roll division is the same as bicep roll division (see MakeBicepRoll for a description of bicep roll division).

Default Value: 0

ThighDivisions [in/out]

Integer

The number of thigh roll divisions. If the value is zero no roll is created.

Default Value: 3

ArmPitSlide [in/out]

Boolean

Option to create a two-point slide between the bicep and the chest bone. Guide cubes for the slides are are on either side of the chest bone and in the bicep bones. See Make2PointSlide for a description of two-point slides.

Default Value: 0

HipSlide [in/out]

Boolean

Option to create a two-point slide between the thigh and the hip bone. Guide cubes for positioning the slides are on either side of the hip. See Make2PointSlide for a description of two-point slides.

Default Value: 0

ThighSlide [in/out]

Boolean

Option to create a thigh slide between the thigh and the hip bone. Guide cubes for positioning the slides are found behind the legs of the guide. See MakeThighSlide for a description of thigh slides.

Default Value: 0

ElbowsJoint [in/out]

Boolean

Option to create joint compression between the bicep and the forearm. See MakeJointCompression for a description of joint compression.

Default Value: 0

ShadowType [in/out]

Integer

The type of shadow rig to constrain to the biped. Shadow rigs can be used to transfer or remap animation.

Default Value: 00

Possible Values:

0: None

1: SI|3D Skeleton

2: XSI Skeleton

3: Null hierarchy

4: Box hierarchy

5: Box with IK arms

6: Box with IK legs

7: Box with IK legs and arms

ShadowHands [in/out]

Integer

Option to create a shadow rig for the hands.

Default Value: 0

OneModel [in/out]

Boolean

If true, then the rig and the shadow rig are created under the same model.

Default Value: 0

IndependentLower [in/out]

Boolean

If true, then the shadow rig has a hip plate created with it.

Default Value: 0

CreateShadowKeySet

Boolean

If true, then the shadow rig has a character key set created with it. It is only used in scripting.

Default Value: 0

SelectUsingUI [in/out]

Boolean

If true a dialog box will prompt the user to select the above options.

Default Value: 0

Return Value

Returns a dog leg Biped JScript object.

Examples

JScript Example

/*
   This example generates two biped dog leg rigs from a biped dog leg guide.
*/

GetProportionalGuide("Biped_DogLeg_Guide", 0, 0);

// Generate a default rig from the guide
MakeBipedDogLeg(1, 0, 3, 0, false, 0, 0.25, 0, 0, 3, false, 0, 1, 0, 0, false, 0, false, 0, false, 0, false, false, false, false, 0, 0, false, false, false, true);
Translate("Biped_DogLeg.GlobalSRT", -10, 0, 0, siRelative, siView, siObj, siXYZ, null, null, siXYZ, null, null, null, null, null, null, 0);

//Generate a rig with box shadow from the guide
MakeBipedDogLeg(1, 0, 3, 0, false, 0, 0.25, 0, 0, 3, false, 0, 1, 0, 0, false, 0, false, 0, false, 0, false, false, false, false, 4, 0, false, false, false, true);
Translate("Biped_DogLeg1.GlobalSRT", 10, 0, 0, siRelative, siView, siObj, siXYZ, null, null, siXYZ, null, null, null, null, null, null, 0);

See Also

MakeQuadruped

MakeBiped



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