biped.getNode <biped | biped_ctrl> <name | index> [link:<int_link>]
Returns the specified limbnode where the second argument can be a named limb like #larm, #rarm, #lfingers, #rfingers, #lleg, #rleg, #ltoes, #rtoes, #spine, #tail, #head, #pelvis, #footprints, #neck, #pony1, #pony2 or an integer index. . If you don't specify the link argument the top (first) node is returned. The only exception to this is for the biped COM, which does not contain any linked nodes (including itself). If the specified node does not exist, a value of undefined is returned.
The top level and their link nodes in character studio 3 are:
Index |
Top Level |
Link Nodes in Link Index Order |
|||
1 |
L Clavicle |
L Clavicle |
L UpperArm |
L Forearm |
L Hand |
2 |
R Clavicle |
R Clavicle |
R UpperArm |
R Forearm |
R Hand |
3 |
L Finger0 |
L Finger0 |
L Finger01 |
L Finger02 |
L Finger1 |
L Finger11 |
L Finger12 |
L Finger2 |
L Finger21 |
||
L Finger22 |
L Finger3 |
L Finger31 |
L Finger32 |
||
L Finger4 |
L Finger41 |
L Finger42 |
|||
4 |
R Finger0 |
R Finger0 |
R Finger01 |
R Finger02 |
R Finger1 |
R Finger11 |
R Finger12 |
R Finger2 |
R Finger21 |
||
R Finger22 |
R Finger3 |
R Finger31 |
R Finger32 |
||
R Finger4 |
R Finger41 |
R Finger42 |
|||
5 |
L Thigh |
L Thigh |
L Calf |
L HorseLink |
L Foot |
6 |
R Thigh |
R Thigh |
R Calf |
R HorseLink |
R Foot |
7 |
L Toe0 |
L Toe0 |
L Toe01 |
L Toe02 |
L Toe1 |
L Toe11 |
L Toe12 |
L Toe2 |
L Toe21 |
||
L Toe22 |
L Toe3 |
L Toe31 |
L Toe32 |
||
L Toe4 |
L Toe41 |
L Toe42 |
|||
8 |
R Toe0 |
R Toe0 |
R Toe01 |
R Toe02 |
R Toe1 |
R Toe11 |
R Toe12 |
R Toe2 |
R Toe21 |
||
R Toe22 |
R Toe3 |
R Toe31 |
R Toe32 |
||
R Toe4 |
R Toe41 |
R Toe42 |
|||
9 |
Spine |
Spine |
Spine1 |
Spine2 |
Spine3 |
Spine4 |
|||||
10 |
Tail |
Tail |
Tail1 |
Tail2 |
Tail3 |
Tail4 |
|||||
11 |
Head |
Head |
|||
12 |
Pelvis |
Pelvis |
|||
13 |
Biped COM |
||||
14 |
Biped COM |
||||
15 |
Biped COM |
||||
16 |
Footsteps |
Footsteps |
|||
17 |
Neck |
Neck |
Neck1 |
Neck2 |
Neck3 |
Neck4 |
|||||
18 |
Ponytail1 |
Ponytail1 |
Ponytail11 |
Ponytail12 |
Ponytail13 |
Ponytail14 |
|||||
19 |
Ponytail2 |
Ponytail2 |
Ponytail21 |
Ponytail22 |
Ponytail23 |
Ponytail24 |
Example:
bipObj = biped.createNew 100 100 [0,0,0] -- create a biped
nn = biped.maxNumNodes bipObj
nl = biped.maxNumLinks bipObj
for i = 1 to nn do
(
anode = biped.getNode bipObj i
if anode != undefined do
(
format "% :\t%\n" i anode.name
for j = 1 to nl do
(
alink = biped.getNode bipObj i link:j
if alink != undefined do
format "% : % \t%\n" i j alink.name
)
)
)
Biped Node Hierarchy related methods
biped.maxNumNodes <biped | biped_ctrl>
Maximum nodes supported by Biped. In character studio 3, this value is 19. In future versions of character studio, additional top level nodes may be present. See the desrciption of biped.getNode() for a list of the top level nodes.
biped.maxNumLinks <biped | biped_ctrl>
Maximum link nodes supported by Biped. In character studio 3 this value is 16. In future versions of character studio, additional link nodes may be present. See the desrciption of biped.getNode() for a list of the link nodes.
There are two levels of nodes in biped hierarchy, the top level ones are
L Clavicle
R Clavicle
L Thigh
R Thigh
Head
Spine
Pelvis
Footsteps
Neck
The rest of the nodes are links just like what you see in the structure rollout.
UpperArm
L Hand
Finger2
Calf
Foot
...etc
You can get to left hand as follows: biped.getNode $ #lArm link:4
If the link argument is not specified then the top(first) node is returned.