Value > MAXWrapper > Modifier > Skin |
<Skin>.enableDQ BooleanClass default: true -- boolean
NEW in 3ds Max 2016: Get/Set the state of the "Dual Quaternion" > "DQ Skinning Toggle" checkbox.
Absolute weight of selected vertices.
Turn cross-section selection on/off.
Turn envelope selection on/off.
When turned on, displays all envelopes. When off, only the selected envelopes are displayed.
Turn on/off the display of weighted vertices.
Sets the frame where the bones and the mesh are in a reference position.
Scales the selected envelope cross-section.
Always deforms the skin when the bones are moved. The Animate button does not have to be turned on to move bones and deform the skin.
Amount of squash applied to each bone.
Array containing initial squash values for a bone.
When turned on, an initial static envelope size is used when a bone is added. When off, the initial envelope size is determined by the object bounding box.
The multiplier used to find the inner cross-section size when initialStaticEnvelope is false .
The multiplier used to find the outer cross-section size when initialStaticEnvelope is false .
The inner cross-section size when initialStaticEnvelope is true .
The outer cross-section size when initialStaticEnvelope is true .
Turn on/off the display off all gizmos.
Turns on/off the display of all vertices as small dots.
Turn on/off display of weighted vertices using vertex colors.
Turn on/off display of envelopes on top of the mesh.
Turn on/off display of cross-sections on top of the mesh.
When turned on, a single vertex can only be affected by one bone.
When turned on, all handles have the same weights as the knot that owns them.
When turned on, the system uses only rigid vertices for the viewport display.
Array containing all gizmos assigned to skin.
The following properties have been added to the skin modifier in 3ds Max 5
Get/Set the state of the "Back Transform Vertices" checkbox in the Advanced Parameters rollout
Get/Set the value of the "Bone Affect Limit" control in the Advanced Parameters rollout
Get/Set the Debug mode for the modifier.
Not exposed to the UI, for internal use only.
When enabled, data will be output to the Listener window which may be useful for tracking bugs.
Get/Set the Shorten Bone Names mode state.
When set to true, bone names longer than the width of the bone list will be shortened by adding "..." in the middle of the name and displaying only the start and end characters.
Get/Set the state of the "Show No Envelopes" checkbox in the Display rollout
Get/Set the state of the "Update on mouse up" checkbox in the Advanced Parameters rollout
Get/Set the index of the Active Vertex Set drop-down list in the Weight Table dialog.
Get/Set the Weight Table Affect Selected mode.
When set to true, the "Affect Selected" option will be selected in the drop-down list in the Weight Table dialog.
When false, "Affect All Verts" will be selected instead.
To see the drop-down list, Options>Show Global should be checked.
Get/Set the Weight Table Height of the attribute labels.
Get/Set the Weight Table Drag direction mode.
When set to true, dragging the mouse left-right will increase/decrease the value.
When false, dragging up/down will change the value.
Get/Set the Weight Table UI Flip mode.
When set to true, the bone names will be displayed at the left side.
When false, the bone names will be displayed on top.
Get/Set the Weight Table font size.
Get/Set the Weight Table marker color.
Get/Set the Weight Table marker type.
Get/Set the Weight Table precision when dragging a field.
When set to true, the Weight Table labels will be shortened.
Get/Set the Show Affected Bones mode state.
When enabled, it will filter out any bones that do not have any influence on the currently displayed vertices.
Get/Set the Show Attributes mode state.
Corresponds to the item in the Weight Table’s Options menu.
When set to true will show the vertex attribute in the window, when set to false will remove the vertex attribute from the window.
Controls the visibility of the Copy and Paste buttons in the Weight Table UI.
Gets/Sets the visibility of the exclusion toggle boxes.
Corresponds to the item in the Weight Table’s Options menu.
Get/Set the Show Global mode state.
Corresponds to the item in the Weight Table’s Options menu.
When set to true the global fields will be shown.
When set to false, the global fields will be hidden.
Gets/Sets the visibility of the Locks toggle boxes.
Corresponds to the item in the Weight Table’s Options menu.
Controls the marker visibility in the viewport for the selected vertices in the Weight Table.
Controls the menu visibility. Takes effect after re-opening the Weight Table.
Controls the Options panel visibility of the Weight Table dialog.
This is not exposed to the standard UI.
Controls the Vertex Selection sets panel visibility of the Weight Table dialog.
Controls the Y position of the top of the Weight Table.
In other words it defines the height of the additional options panel on top of the Weight Table dialog.
Controls the state of the "Update On Mouse Up" item the Weight Table’s Options menu.
When set to true, the viewport and stack will be updated only when the mouse is released.
Get/set the Weight Table’s window height.
Setting takes effect after re-opening the Weight Table.
Get/set the Weight Table’s window width. Setting takes effect after re-opening the Weight Table.
Get/set the Weight Table’s window horizontal position in pixels relatively to the upper left corner of the Windows desktop. Setting takes effect after re-opening the Weight Table.
Get/set the Weight Table’s window vertical position in pixels relatively to the upper left corner of the Windows desktop. Setting takes effect after re-opening the Weight Table.
The following properties have been added to the Skin modifier in 3ds Max 6
Get/Set the mirror plane axis. Possible values are:
Get/Set the mirror offset value.
When set to true , the mirror will use the initial transformation matrix.
When set to true , mirror mode will be enabled. Corresponds to the "Mirror Mode" checkbutton in the Skin Modifier's UI.
Get/Set the mirror treshold value.
Get/Set the mirror projection mode. Possible values are:
Controls the state of the "Manual Update" checkbox in the Skin Modifier's UI, "Mirror Parameters" rollout.
When set to false , disables the fast mirror mode.
Controls the state of the "Ignore Bone Scale" checkbox in the "Advanced Parameters" rollout of the Skin Modifier's UI.
When set to true (default), bone text in the Weight Table dialog will be right-justified.
The following property has been added to 3ds Max 6 but is not officially supported.
Lets you paint Skinweights in Blend mode when set to true.
The following properties have been added to the Skin modifier in 3ds Max 8
Get/Set the state of the Select Element checkbox in the Select group of controls in the Parameters rollout.
Get/Set the state of the Backface Cull Vertices checkbox in the Select group of controls in the Parameters rollout.
Get/Set the state of the Color All Weights checkbox in the Display rollout.
Get/Set the state of the Show Hidden vertices checkbox in the Display rollout.
Get/Set the state of the Animatable Envelopes checkbox in the Advanced Parameters rollout.
Get/Set the state of the Weight All vertices checkbox in the Advanced Parameters rollout.
Get/Set the Remove Zero Limit value in the Advanced Parameters rollout.
<Skin>.weightColors ArrayParameter default: #([0.9,0,0], [0,0.9,0], [0,0,0.9], [0.9,0.9,0], [0,0.9,0.9], [0.9,0,0.9], [0.49,0,0], [0,0.49,0], [0,0,0.49], [0.49,0.49,0], [0,0.49,0.49], [0.9,0.49,0], [0,0.49,0.9], [0.49,0.9,0], [0,0.9,0.49], [0.49,0,0.49], [0.9,0,0.49], [0.49,0,0.9], [0.49,0.49,0.9], [0.9,0.49,0.49], [0.9,0.49,0.9], ...) -- point3 array; Weight_Colors
Get/Set the colors to be used to display the weights.
Get/Set theWeight Tool'sscale value.
Get/Set theWeight Tool'stolerance value.
Get/Set theWeight Tool'sweight value.
The following methods require that the Skin modifier be the displayed modifier in the Modify panel, and that the Modify panel is active.
Adds a bone to the current system.
For Update_integer , - 1 forces a complete update and redraw, 0 does not update the system.
This allows you to add a bunch of bones to a system and then update once at the end.
Ends the addBoneFromViewStart command mode.
Puts you in a command mode where you can select bones from the viewport by clicking on them.
You can exit this mode by right clicking or calling addBoneFromViewEnd .
Adds a cross section to the bone whose index matches BoneID_integer . U_float , which ranges from 0.0-1.0, defines where along the bone to add the cross-section.
Adds a cross section to the current selected bone.
The inner and outer radii are computed based on the neighboring cross sections . U_float , which ranges from 0.0-1.0, defines where along the bone to add the cross-section.
Adds a cross section to the current selected bone. U_float , which ranges from 0.0-1.0, defines where along the bone to add the cross-section.
Presses the add cross section button.
Presses the add gizmo button in the gizmo rollout.
Presses the copy gizmo button in the gizmo rollout.
Presses the exclude vertices button.
Presses the include vertices button.
Presses the paste gizmo button in the gizmo rollout.
Presses the remove bone button.
Presses the remove cross section button.
Presses the remove gizmo button in the gizmo rollout.
Presses the select excluded vertices button.
Brings up the Skin Weight Table for the specified modifier.
Copies current selected bone properties to the copy buffer.
Enables/disables the gizmo type whose index equals GizmoID_integer .
skinOps.GetBoneIDByListID <Skin> <ListID_integer>
Returns the BoneID index given the ListID index value.
The ListID index is the index into the name-sorted bone listbox.
The BoneID index is the non-sorted index, and is the index used by other methods that require a bone index.
Available in 3ds Max 2015 and higher.
skinOps.GetListIDByBoneID <Skin> <BoneID_integer>
Returns the ListID index given the BoneID index value.
The ListID index is the index into the name-sorted bone listbox.
The BoneID index is the non-sorted index, and is the index used by other methods that require a bone index.
Available in 3ds Max 2015 and higher.
skinOps.GetBoneName <Skin> <bone_index> <nameflag_index>
Returns the bone name or node name of a bone specified by ID.
bone_index is the bone system ID for the bone.
If a Bones system is used for the Skin bones, the transform for a bone is held by its parent.
Returns the bone visibility parameter of the bone. 0 is invisible, 1 is visible.
skinOps.GetBoneIDByListID <Skin> <bone_index> <nameflag_index>
Returns the BoneID index given the ListID index value. The ListID index is the index into the name-sorted bone listbox.
The BoneID index is the non-sorted index, and is the index used by other methods that require a bone index.
skinOps.GetBoneIDByBoneID <Skin> <bone_index> <nameflag_index>
Returns the ListID index given the BoneID index value. The ListID index is the index into the name-sorted bone listbox.
The BoneID index is the non-sorted index, and is the index used by other methods that require a bone index.
skinOps.getBonePropEnvelopeVisible <Skin> <BoneID_integer>
Returns the bone visibility parameter of the bone. 0 is invisible, 1 is visible.
Returns the falloff parameter of the bone.
Gets the relative property of the bone. It rrns 1 etuif relative or 0 is absolute.
Gets the U value from the specified bone and cross section
Returns the current selected gizmo type.
Returns a point3 which is the end point of the bone.
Returns the inner cross section radius for the specified bone and cross section.
Returns the number of bones in the system.
Returns the number of cross sections for the specified bone.
Returns the number of gizmo types.
Returns the number of vertices for the object the Skin modifier is applied to.
Returns the outer cross section radius for the specified bone and cross section.
Returns the index of the current selected bone in the Bone list.
Returns the bone visibility parameter of the current selected bone. 0 is invisible, 1 is visible.
Returns the falloff parameter of the current selected bone:
Gets the relative property of the current selected bone. It returns 1 if relative or 0 is absolute.
Returns the current selected gizmo.
Returns a point3 which is the start point of the bone.
Returns the influence of the Nth bone affecting the specified vertex.
Returns the system bone index of the Nth bone affecting the specified vertex.
Returns the number of bones influencing the specified vertex.
Invalidates the Skin’s internal cache, forcing it to recompute all the data.
The integer parameter is not used, but should be passed when calling the method.
Returns 1 if the bone is selected, otherwise 0.
Returns true if the handle is rigid, false otherwise.
Returns true if the vertex is rigid, false otherwise.
A rigid vertex will only be weighted to one bone.
Returns true if the vertex is unnormalized, false if it is normalized.
A normalized vertex’ weights will sum up to 1.
Returns 1 if the vertex has been modified, 0 if it has not been modified.
A modified vertex is vertex that has been weighted by hand or painting, an unmodified vertex weight depends solely on the envelopes.
Returns 1 if the vertex is selected, 0 if it is not selected.
If the optional filename_string is supplied, loads the envelopes from the file supplied.
If not, opens the load envelopes dialog.
Loads the envelopes to the file supplied
Brings up a list box where the user can delete multiple bones instead of one at a time.
Presses the Paint Options button and opens the Paint Options dialog.
Presses the Weights button and enters the Paint Weights mode.
Pastes the copy buffer to all the bones.
Pastes the copy buffer to bone id supplied.
Pastes the copy buffer to the current selected bone.
Removes the current selected bone from the bones system.
Removes the BoneID from the bones system.
Removes the current selected cross section from the current selected bone.
Removes a particular cross-section from a particular bone.
skinOps.ReplaceVertexWeights <Skin> <vertex_integer> \ ( <vertex_bone_integer> | <vertex_bone_array> ) \ ( <weight_float> | <weight_array> )
Sets the influence of the specified bone(s) to the specified vertex.
Any influence weights for the bone(s) that are not specified are erased.
If the bones and weights are specified as arrays, the arrays must be of the same size.
Resets the current selected bone.
Resets the current selected vertices.
Sets the specified handle as rigid. A rigid handle vertex will have the same weight as the knot that owns it.
Sets the specified vertex as rigid. A rigid vertex will only be weighted to one bone.
If the optional filename_string is not supplied, opens the save envelopes dialog. If the optional filename_string is supplied, saves the envelopes to the file supplied.
If the optional filename_string is not supplied, opens the save envelopes dialog.
If the optional filename_string is supplied, saves the envelopes to the file supplied as ASCII text file.
Selects the specified bone in the Bone list.
Selects a cross section on the current selected bone.
For Inner_Outer_integer , 0 is the inner envelope 1 is the outer envelope.
Selects the start point of the envelope the current selected bone.
Desc - this function selects the gizmo who index equals gizmoID .
Selects the gizmo type whose index equals gizmoTypeID .
Selects the next bone in the bone list.
Selects the next bone in the bone list.
Selects the end point of the envelope of the current selected bone.
Selects the specified vertices.
Sets the bone visibility parameter of the bone whose index matches BoneID_integer .
For Visible_integer , 0 is visible, 1 is invisible when not selected.
Sets the falloff parameter of the bone.
For Faloff_integer , the fall off of the bone is:
Sets the relative property of the bone whose index matches BoneID_integer .
For Relative_integer, 0 is absolute and 1 is relative.
Sets the U value from the specified bone and cross section.
Sets the end point of the specified bone.
Sets the inner cross section radius for the specified bone and cross section.
Sets the outer cross section radius for the specified bone and cross section.
Sets the bone visibility parameter of the current selected bone.
For Visible_integer , 0 = visible, 1 = invisible when not selected
Sets the falloff parameter of the current selected bone.
The falloff_integer sets the fall off of the bone:
Sets the relative property of the current selected bone.
For relative_integer , 0 is relative mode, 1 is absolute mode.
Sets the start point of the specified bone
skinOps.SetVertexWeights <Skin> <vertex_integer> \ ( <vertex_bone_integer> | <vertex_bone_array> ) \ ( <weight_float> | <weight_array> )
Sets the influence of the specified bone(s) to the specified vertex.
Any influence weights for the bone(s) that are not specified are retained.
If the bones and weights are specified as arrays, the arrays must be of the same size.
Unnormalizes the specified vertex. A normalized vertex’ weights will sum up to 1.
Zooms the active or all views to the selected bone. If All_boolean is true , then all views are zoomed.
Zooms the active or all views to the selected gizmo. If All_boolean is true , then all views are zoomed.
This method will paste all bones across the mirror plane going in the direction defined by the Bool parameter - if true , it pastes from blue to green, otherwise from green to blue.
This method will paste all vertices across the mirror plane going in the direction defined by the Bool parameter - if true , it pastes from blue to green, otherwise from green to blue.
Sets the weight of the selected vertices in the specified Skin modifier to the given floating point weight value.
Opens the Weight Tool of the specified Skin modifier.
Returns 1 if the Weight Tool of the specified Skin modifier is open, 0 if it is closed.
Closes the Weight Tool of the specified Skin modifier if it is already open.