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706 Chapter 14: Character Studio
Posing the B iped
After creating the default biped, you will often
need to change the propor tions of the skeleton to
fit your model. Use Figure mode to change the
biped structure in its rest pose.
Activating Figure mode returns the biped to
its original location and orientation. With the
biped in Figure mode, you can use t he tr ansform
tools to change the proportions and positions
of body parts. For instance, you might apply a
non-uniform scale to shorten the legs or lengthen
the arms.
Biped proportioned to fit inside of Dr. X character geometry
You might rotate the spine objects to create the
figureforahunchbackoradinosaur.Usethemove
tool to change the position of the thumb or the
arms.Youcanevenapplymodifierstothebiped
skeleton pieces, such as u sing an FFD on the biped
head t o adjust its shape.
FFD Modifier used to shape spine and head
Once you have a default biped, you’ll need to match
its proportions to the character’s geometry. It is
quite typical to find the character’s geometry w ith
the arms outstretched. The common workflow is
to freeze the character and then in Figure mode,
reposition the biped, so the center of mass is at the
base of the torso. The spine objects, legs, and feet
are scaled and rotated to fit w ithin the confines
of the mesh, then the arms and hands, neck and
head. The tai l and ponytail objects can be used for
animating wings, fins, jaws, ears, horns, or hair.
Once your biped proportions are correct, you
cansavethemina.FIGfile. Sincebipedsaves
the character in the .FIG file, and then animation
in the .BIP file, you can change the character’s
proportions without affecting the animation.