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698 Chapter 14: Character Studio
nearby vertices. Envelopes typically overlap
at the parent and child ends of links. Vertices
w ithin overlapping envelopes are blended to
create smooth skin deformation over joints as
the charac ter moves.
Adjus t Ski n B ehav ior
Adjust Physique parameters and introduce
skin behavior effects to achieve the desired
characterization.
Change default envelope shapes by adding cross
sections and control points to isolate a more
specific volume of vertices for each bone. Use
exclusion lists or per-vertex weighting to apply
fine-tuning control over individual vertices.
Introduce bulge angles to change muscle shape
based on the ang le of a particular joint. Create
tendons to simulate the motion of tendons
under t he skin, based on link movements.
Adjust l ink parameters to change skin twisting,
sliding, and creasing as t he biped moves.
Sliding allows the skin to compress at the biceps
and forearm as the elbow is bent. Tw isting
controlstheamountofskintwistingacrossa
joint intersection.
Create extra links using 3ds Max bones and
dummy objects for added control. Links can
be added to the abdominal area to control
compression, for example, or to create a link
to animate the chest rising and falling as the
character breathes. If a character has extra
appendages, 3ds Max bones can b e added to
animatethem.Onecommonusageistoadda
bone to animate the jaw.
For further detail, see
Working with Physique
(page 2–927)
.
Animate the Biped Sk eleton
OncetheskinisattachedtoaBipedstructure,you
can freely animate the Biped character and see
then skin behavior update automatically, based on
the current pose.
Tip: SincePhysiqueskindeformationcanslow
visual playback of your Biped animation, you
can temporari ly hide the skin object or reduce
itsresolutioninthemodifierstacktoimprove
performance.
You can a lso choose to develop Biped animations
in a separate scene entirely, and apply them to your
final skinned character when you are satisfied with
your final motion.
A
biped (page 2–701)
character is essentially an
integrated hierarchy of bones that you can position
freely using keyf rames, IK goals, and footsteps.
You can position a biped character using a l l
the rotation and transformation tools found in
3ds Max.
Manyofthe3dsMaxcoordinatesystemscanbe
used to position the biped. Local coordinates are
useful to move a limb along its axis (the local X
axis is always the axis along the biped limb); world
coordinates are handy when there is any confusion
regarding which way is up. You can use world
coordinatesasahomebase.In3dsMax,theworld
Zaxisisalwaysup.
Note: Rotationsalwaysoccuraboutthelocalaxis.
Use Freefor m Techniq ues
Biped provides a variety of methods for creating
character motion easi ly. You can use a purely
traditional approach by manually creating
keyframes in freeform mode for different poses,
letting the computer interpolate between joint
positions and IK goals.
Use a Footstep-Dr iven Technique
You can also choose a par tially assisted approach
by using footsteps and Biped dynamics to help
you create a default walk, run, or jump cycle, and