8

1120 Chapter 14: Character Studio
To save Motion Flow Editor files: (page 2–884)
To load Motion Flow Editor files: (page 2–885)
To append Motion Flow Editor files: (page 2–885)
To manually customize transitions between two
clips: (p age 2–886)
To automatically customize transitions between
two clips: (page 2–886)
To create a random script for one biped: (page
2–887)
To customize transition “weighting and setting a
start clip: (page 2–888)
Example: To create a unified mot ion: (page 2–889)
Example: To share a random motion flow among
multiple bipeds: (page 2–891)
To apply a shared motion flow to a different group
of bipeds: (page 2–892)
To load a Motion Flow scene from another system:
(page 2–893)
Posing the Biped
To link a mechanical character to the biped
(w ithout Physique): (page 2–713)
To fit biped legs to the skin: (page 2–708)
To fit the spine to the skin torso: (page 2–708)
To fit both arms using copy /paste: (page 2–709)
To pose both ar ms simultaneously: (page 2–709)
To create a symmet rical pose by copying one side
of the biped to the other: (page 2–709)
To copy a posture: (page 2–769)
To paste the posture: (page 2–770)
To copy a track from one biped to another: (page
2–782)
To copy the entire p ose of a biped: (p age 2–770)
To attach a mesh to a bones hierarchy using
Physique: (page 2–958)
Applying Physique
To at t a ch a m e s h t o a bi p e d u s i n g P hy s iq u e : ( p a g e
2–958)
To adjust default envelope shape: (page 2–938)
To adjust envelopes around the biped’s pelvis:
(page 2–939)
To add a bone after you’ve already used Attach To
Node: (page 2–958)
To troubleshoot bulges and tendons: (page 2–960)
To select and edit cross sec tions: (page 2–939)
To copy an envelope and its settings to a mir rored
link (for example, from one thigh to the other):
(page 2–940)
To copy all Bulge angles from one link to its
opposite: (page 2–994)
To use S elect Nearest Bulge Angle: (page 2–995)
To remove a link’s influence on vertices: (page
2–1002)
To check vertex assig nments: (page 2–1002)
To remove deformable vertices from a link’s
influence: (page 2–1002)
To override vertex assignments manually: (page
2–1002)
To make vertices rigid: (page 2–1003)
To have a spline influence a mesh: (page 2–962)
ToapplyPhysiquetoanFFDtoanimatetheentire
mesh: (page 2–956)
To use an FFD to complement the effects of
Physique on a portion of a character mesh: (page
2–957)