Collapses layer index+1 into layer index. All layers underneath (<= index+1) should be active for this function to work. Returns true if successful, otherwise false.
Creates a layer at the specified position, maximum index value can be NumLayers
Returns the position of the currently active layer in the UI
Returns true if the specified layer is active.
Returns the specified layer name
Sets the active layer in the UI to the specified layer
Sets the specified layer to active/inactive based upon the bool_val passed
Sets the specified layer name to the value passed
The following example will create a new Biped, access it’s Vertical_Horizontal_Turn(Body) controller and load a specific *.Bip file:
The following functions are used for retargeting biped layer animation, either to the base layer or to a reference biped.
Returns the retarget state of a limb.
Expects any node from a biped limb as argument.
Available in 3ds Max 2010 and higher.
Sets the retarget state of the given limb.
Expects any node from a biped limb as first argument, a Boolean value as second argument.
Available in 3ds Max 2010 and higher.
Returns the retarget reference biped for the given biped, or undefined if no reference biped is assigned.
Available in 3ds Max 2010 and higher.
Sets the retarget reference biped.
The first argument is the biped for which the refbip is being set.
The second argument is the refbip - any node from a different biped.
Returnstrue if the reference biped was set correctly, falseotherwise.
Available in 3ds Max 2010 and higher.
Retarget to reference biped passed as first argument.
The secondargumentis the IK Only flag.
For every limb whose retarget state is active, calculates the hand/foot position at every key, maintaining IK constraints to the retarget biped.
When IK_Only is true, the biped's constrained hands and feet are retargeted only during the frames on which they are IK controlled.
Available in 3ds Max 2010 and higher.
Retargets the biped passed as first argument to base layer.
The secondargumentis the IK Only flag.
For every limb whose retarget state is active, calculates the hand/foot position at every key, maintaining IK constraints to the base layer.
When IK_Only is true, the biped's constrained hands and feet are retargeted only during the frames on which they are IK controlled.