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684 Chapter 13: Character Assemblies
Character Assembly rollout
Skin Pose group
The
Skin pose
isthebonestructureposeusedby
the Sk in modifier for asso ciating bones with the
mesh. When the Skin modifier is first applied, the
current bone structure pose is used as the Skin
pose. The Skin pose can sometimes be accidentally
alteredbyanimatingthebonestructureonframe
0. If this occurs, you can use these options to fix
the Skin pose.
Theseoptionscanbeusedeitherbeforeorafterthe
Skin modifier is applied. You can also choose these
options directly from the Character menu when
any memb er of the character assembly is selected.
Set as Sk in Pose—SetstheSkinposetothecurrent
bone structure’s pose. The Skin modifier’s
envelopes and vertex weighting are auto matically
recalculated to work with the new po se.
Assume Skin Pose—Causesthebonestructureto
take on the Skin pose. This feature can be usef ul
during the animation phase. For example, if you
have animated the character on various keyframes
and w ant the charac ter to animate back to its Skin
pose at fr ame 50, you can turn on Auto-Key at
frame 50 and click Assume Skin Pose.
Sk in Pose Mode—Poses the character in its Skin
pose and allows the Skin pose to be refined.
Changes to the bone struct ure when Skin Pose
ModeisonwillaffectonlytheSkinposeandnot
theanimation.WhenSkinPoseModeisturned
off, the bone str ucture returns to its pose at the
current fr ame.
Display group
When a h igh resolution character model is
animated, redraw time can slow the animation
process. To speed up your work, a low resolution
version of the model can be used for the animation
process, then switched for the full resolution
version at render time. Character assembly objects
can be designated as Full Res or Low Res on the
Charac ter Members rollout.
Low R es Obj ects Displays only the objects
checked in the Low Res display in the Character
Members rollout.
Full R es Obje ctsDisplays only the objects not
checked in the Low Res display in the Character
Members rollout.
All Objects—Displays all objects in the character
assembly.