Skeleton - superclass: helper; super-superclass:node - 13:0 - classID: #(139273060, 2023492905)This object represents the MassFX Skeleton Helper. It is used to introduce characters as Kinematic Skeleton objects that can affect but cannot be affected by physical simulations.
Available in 3ds Max 2012 and higher.
Constructor:
The Kinematic Skeleton helper cannot be constructed directly by MAXScript. It can be constructed using the nvpx Core Interface as follows:
nvpx.CreateRagdollHelper()Aliases:
Skeleton
RagdollHelperProperties:
<Skeleton>.bones ArrayParameter default: #() -- node array; NoneGet/set the associated bones as an array of nodes.
<Skeleton>.bonegroupids ArrayParameter default: #() -- int array; NoneGet/set the bone group IDs as an array of integers.
<Skeleton>.bonegroupnames ArrayParameter default: #() -- string array; NoneGet/set the bone group names as an array of strings.
<Skeleton>.meshType Integer default: 0 -- integer; NoneGet/set the type of physical mesh to create around the bones when regenerating the skeleton.
Possible values are:
0 - Capsule
1 - Convex Hull
<Skeleton>.meshfrom Integer default: 0 -- integer; NoneThe skeleton can size the capsule or convex hull physical mesh (see preceding) for a bone to fit around either the skinned mesh or the bones themselves.
Possible values are:
0 - Skinned Mesh - This option finds the vertices in the associated skin mesh that have a weighting above the specified Weight threshold (see following) and fits the capsule or convex hull around them. This option is unavailable if you created your skeleton from a rig that has no associated skin mesh. When available, this option is the default.
1 - Bones - The option fits the physical mesh around the shape of the bone. This option is typically useful only when a character mesh is not available.
<Skeleton>.inflation Float default: 0.0 -- float; NoneGet/set the amount to inflate the convex hull or capsule beyond the cloud of vertices or bone. Can be negative if you want to contract the physical mesh to be within the skinned mesh.
<Skeleton>.weight Float default: 0.5 -- float; NoneGet/set the Weight treshold used when finding associated vertices in the skinned mesh. A lower value will include more vertices per bone, reusing some vertices for multiple overlapping bones
<Skeleton>.associatedSkin UndefinedClass default: undefined -- node; NoneGet/set the Associated Skin mesh.
<Skeleton>.ragdollSkin UndefinedClass default: undefined -- node; NoneGet/set the ragdoll skin.
<Skeleton>.joints ArrayParameter default: #() -- node array; NoneGet/set the array if joints.
<Skeleton>.rootBone UndefinedClass default: undefined -- node; NoneGet/set the root bone node.
<Skeleton>.rbType Integer default: 0 -- integer; NoneNot exposed to the UI.
<Skeleton>.helpersize Float default: 10.0 -- float; NoneNot exposed to the UI. Not used.
Skeleton interfaces:
Interface: interface Methods:
<boolean><Skeleton>.RagdollSave <string>filenameSaves the Ragdoll to a MassFX Skeleton .RAG file.
<boolean><Skeleton>.RagdollLoad <string>filenameLoads a Ragdoll definition from the supplied MassFX Skeleton .RAG file.
<void><Skeleton>.RagdollAddBone <node>boneNodeAdds the supplied Bone node to the Bones and Groups list.
<void><Skeleton>.RagdollRemoveBone <node>boneNodeRemoves the specified Bone node.
<boolean><Skeleton>.RagdollGroupBones <&node array>bones
bones is In and Out parameterGroups the bones specified by the by-reference array argument. Equivalent to the "Group" button in the UI.
<void><Skeleton>.RagdollRegenerate <&node array>bones
bones is In and Out parameterRegenerates the Ragdoll using the bones specified by-reference.
<boolean><Skeleton>.RagdollMirrorBone <node>fromBone <node>toBone<void><Skeleton>.create <boolean>resetRegenerates the Skeleton. If the argument is true, it will be reset.
<void><Skeleton>.removeAll()A number of helpful Ragdoll-related MAXScript Functions are defined in the file ..\stdplugs\stdscripts\(MassFX)\px_ragdoll.ms