8

708 Chapter 14: Character Studio
Pr ocedur es
To work in Figure mode:
1.
Select the biped you want to pose, and then go
to the Motion panel.
The Motion panel doesn’t show Biped controls
unless the biped is selected.
2. On the Biped rollout, click Figure mode.
The button turns blue to indicate a
special edit mode.
The biped’s pose and location change to
the one last specified when the biped was in
Figuremode.Ifthebipedwasjustcreatedand,
therefore, was never in Figure mode before , it
changes to the pose and location it had when
you created it. When y ou turn off Figure mode,
the biped returns to its animated pose and
location in the scene.
Note: Biped disables all keyframe editing tools
when Figure mode is active. Adjustments made
in Figure mode are not animatable.
To fi t biped legs to the skin:
1.
Turn on Figure mode on the Biped
rollout.
2. UsetheScaleTran
sform gizmo to scale the
Z-axis of the biped’s pelvis so the biped’s leg
links are centered in each leg of the skin.
3. Select the biped’s two thigh links (LLeg and
RLeg) and scale t
he X-axis of the thigh links so
they end at the knees of the skin.
4. Select the biped’s two lower leg links (LLeg1
and RLeg1), and sca le the X-ax is of the lower
leg links so the
bipedsanklesarelevelwiththe
ankles of the skin.
Tip: When the two upper legs are selected, you
can press PAGE DOWN to select the lower legs.
5. In a left or right viewport, scale the biped’s feet
so their profile roughly matches the profile of
the feet of the skin.
6. ScaletoesormovethemalongtheirlocalX-axis
so each toe is alig ned with the corresponding
toe in the skin.
The ends of the final toe links should go
through the tips of the skin’s toes.
Yo u m i g h t h a v e t o c h a n g e t h e n u m b e r o f b i p e d
toes to match the n umber of skin toes. A biped
must have at least one toe on each foot. If the
skinhasnotoesorthecharacteriswearing
footgear , the position and number of biped toes
doesntmatterbuttheyshouldstillextend
beyond the skin.
Tip: During the fitting process, try Freezing the
skin object to prevent accidental selection.
To fit the spine to the sk in torso:
1.
On the Biped rollout, tur n on Figure
mode.
2. Select the lowest link of the spine (Bip01
Spine). Choose the Mov e transform, constrain
move ment to the spine link’s local X-axis, and
move it vertical ly to the waist of the skin, just
below the navel.
3. Sca le t he other spine links in their local X-a xis
so they fit t he upper part of the skin’s torso.
The neck link should b egin where the skin’s
neck begins.
If the torso of the skin curves, you should also
rotate spine links about their local Z-axes, to
align the spine with the longitudinal center of
the torso.
4. Scale the biped’s neck in its local X-axis to
match the length of the neck of the skin. The
top of the last neck lin k (also the base of the
head link) should be where you want the head