Biped Node Hierarchy

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 

L Clavicle 

L Clavicle 

L UpperArm 

L Forearm 

L Hand 

R Clavicle 

R Clavicle 

R UpperArm 

R Forearm 

R Hand 

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 

 

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 

 

L Thigh 

L Thigh 

L Calf 

L HorseLink 

L Foot 

R Thigh 

R Thigh 

R Calf 

R HorseLink 

R Foot 

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 

 

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 

 

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.