Used for skin operations.
xshade |
↑ |
shape |
↑ |
skin |
append_bind | Appends a bind |
get_bind | Returns the specified bind |
remove_bind | Deletes the specified bind |
sequence_skin_world_matrix | Returns a matrix that converts the skin coordinate system of the specified sequence to world coordinates |
number_of_binds | The number of binds |
skin_type | The skin type |
skin_world_matrix | Matrix that converts the skin coordinate system to world coordinates |
Use this method to get vertices of the selected object, such as: xshade.scene().active_shape().vertex(0).
append_bind
Appends a bind.
Appended to the end of the list of binds.
Because the appended bind is empty, get the skin_bind class with get_bind().
Changes will not be reflected in the Skin Window unless it is updated with skin_view().update().
Changes to skin settings will not take effect unless updated with shape().update_skin_bindings().
#Browser structure #Polygon mesh (target object) #▼Rotate # ▼Rotate xshade.scene().active_shape().skin_type = 1 #Set the skin type: 0: Classic, 1: Vertex Blending xshade.scene().active_shape().vertex(0).skin.append_bind() #Append a bind bind_num = xshade.scene().active_shape().vertex(0).skin.number_of_binds - 1 #Get the number of the appended bind xshade.scene().active_shape().vertex(0).skin.get_bind(bind_num).shape = xshade.scene().active_shape().bro xshade.skin_view().update() #Update the Skin Window to reflect the changes xshade.scene().active_shape().update_skin_bindings() #Update the skin settings to apply the changes
get_bind
Returns the specified bind.
Return value :
skin_bind object
Arguments :
int : index number of the bind
See also :
skin_bind
#Output the weight of the bind at polygon mesh vertex 0
print xshade.scene().active_shape().vertex(0).skin.get_bind(0).weight
remove_bind
Deletes the specified bind.
Arguments :
int : index of the bind
Changes will not be reflected in the Skin Window unless it is updated.
Shade may crash if performed on an object without binds.
#Delete the bind at polygon mesh vertex 0
xshade.scene().active_shape().vertex(0).skin.remove_bind(0)
xshade.skin_view().update()
sequence_skin_world_matrix
Returns a matrix that converts the skin coordinate system of the specified sequence to world coordinates.
Arguments :
int
Return value :
mat4
#Output matrix to convert the skin coordinate system of polygon mesh vertex 0 of sequence 10 to world coordinates
print xshade.scene().active_shape().vertex(0).skin.sequence_skin_world_matrix(10)
number_of_binds
The number of binds.
Type :
int
#Output the number of binds at polygon mesh vertex 0
print xshade.scene().active_shape().vertex(0).skin.number_of_binds
skin_type
The skin type.
Type :
int : 0 : Classic, 1 : Vertex Blending
#Output the skin type
print xshade.scene().active_shape().skin_type
skin_world_matrix
Matrix that converts the skin coordinate system to world coordinates.
Type :
mat4
Matrix that converts to world coordinates based on the skin bound to the vertex and the object's local coordinates.
#Output the matrix at polygon mesh vertex 0
print xshade.scene().active_shape().vertex(0).skin.skin_world_matrix