Biped Creation

The following constructor function and optional creation parameters let the user create new Biped systems using MAXScript:

Constructor

biped.createNew <height_float> <angle_float> <wpos_point3> . . .      
<height_float>

The height of the Biped to be created

<angle_float>

Angle in degrees,0° will make the Biped look along the positive X axis.

<wpos_point3>

World position of the Biped.This is the position of the COM shadow.

CreationParameters

The following creation parameters are optional and can be used in any combination to override the default creation parameters.

Note: All UI limit constraints apply on keyword parameters, for example, fingers and fingerLinks parameters are not respected when arms is set to false.
arms:Boolean Default: True   

Specifies whether or not arms will be generated for the current biped.

neckLinks:Integer Default: 1 

Specifies the number of links in the biped neck.

spineLinks:Integer Default: 4 

Specifies the number of links in the biped spine.

legLinks:Integer Default: 3 

Specifies the number of links in the biped legs.

tailLinks:Integer Default: 0 

Specifies the number of links in the biped tail. A value of 0 specifies no tail.

ponytail1Links:Integer Default: 0 

Specifies the number of Ponytail links.

ponytail2Links:Integer Default: 0 

Specifies the number of Ponytail links.

fingers:Integer Default: 1 

Specifies the number of biped fingers.

fingerLinks:Integer Default: 3 

Sets the number of links per finger.

toes:Integer Default: 5 

Specifies the number of biped toes.

toeLinks:Integer Default: 3 

Specifies the number of links per toe.

ankleAttach:Float Default: 0.2 

Specifies the right and left ankles' point of attachment along the corresponding foot block. The ankles may be placed anywhere along the center line of the foot block from the heel to the toe.

A value of 0 places the ankle attachment point at the heel. A value of 1 places the ankle attachment point at the toes.

trianglePelvis:Boolean Default: True 

Select this control to create links from the upper legs to the lowest biped spine object when Physique is applied. Normally, the legs are linked to the biped pelvis object.

The pelvis area can be a problem when the mesh is deformed with Physique. Triangle Pelvis creates a more natural spline for mesh deformation.

triangleNeck:Boolean Default: false 

If Triangle Neck is true, the clavicles are parented to the top spine link.

If Triangle Neck is false, the clavicles are parented to the neck base.

prop1Exists:Boolean Default: False 

Specifies whether prop 1 exists.

prop2Exists:Boolean Default: False 

Specifies whether prop 2 exists.

prop3Exists:Boolean Default: False 

Specifies whether prop 3 exists.

forearmTwistLinks:Integer Default: 0 

Specifies the number of forearm links. If 0, Forearm Twist is unchecked in the Structure dialog, and Forearm Links is 2. If non-zero, Forearm Twist is checked and Forearm Links is the specified number (the Forearm Links spinner has a lower limit of 2). Valid values are in the range of 0 to 10.

The following example will create a Biped with specific non default values and facing the front view (negative Y axis).

EXAMPLE:

   bipObj = biped.createNew 100 -90 [0,0,0] arms:true neckLinks:2 \ 
   spineLinks:4 legLinks:4 tailLinks:1 ponyTail1Links:1 \ 
   ponyTail2Links:1 fingers:5 fingerLinks:2 toes:4 \ 
   toeLinks:2 ankleAttach:0.3 trianglePelvis:True \ 
   prop1Exists:True forearmTwistLinks:4