


winderLayer ( int) - Bone layer for the winder bones.useCollections ( boolean) - Move selected meshes to new collections.groupName ( string) - Name of the single group.singleGroup ( boolean) - Treat all selected meshes as a single group.usePoleTargets ( boolean) - Add pole targets to the IK chains.Ĭontrol visibility with rig property.This will not work if the rig has body morphs affecting arms and legs, useApply ( boolean) - Apply modifiers afterwardsīpy._simple_ik( usePoleTargets = False)Īdd Simple IK constraints to the active rig.thickness ( float) - Thickness of the surface.useSolidify ( boolean) - Add a solidify modifier too.offset ( float) - Offset the surface from the character mesh.makenew ( boolean) - Create a new categoryīpy._shapekey_drivers( category = "Shapes")Īdd shrinkwrap modifiers covering the active mesh.category ( string) - Add morphs to this category of custom morphs.Use import_daz.setSelection( list_of_selection) to specify input selection. group ( string) - Add mannequin to this collection.useGroup ( boolean) - Add mannequin to collection.
#Daz studio update mesh new vertex count how to
headType ( enum in ) - How to make the mannequin head.fromRoots ( boolean) - Select IK chains from root bonesĪdd selected morphs to active custom keying set, or make new oneĪdd mannequins to selected meshes.disableBones ( boolean) - Disable all bones in the IK chains.lockBones ( boolean) - Lock all bones in the IK chains.hideBones ( boolean) - Hide all bones in the IK chains.usePoleTargets ( boolean) - Add pole targets to the IK chains.Add custom shapes to the bones of the active rigĪdd an extra layer of face bones, which can be both driven and posed
