8
Rotating Multiple Links 753
Tip:
You can also access TCB controls by
right-clicking on keys in the trackbar, Track
V iew – Curve Editor or the Workbench Curve
View.
Rotating Multiple Link s
Selecting and rotating a hand and all its fingers causes the
fingers to cur l.
Yourotatemultiplelinkstoproducecurlingeffects
such as fingers curling around a glass or a tail
curling up and down. You can choose from two
methodstorotatemultiplelinks:
•Selectandrotatemultiplelinksmanuallytouse
the 3ds Max technique of apply ing an equal
rotation to each selected link.
•
Enable
Bend Lin ks Mode (page 2–807)
and then select and rotate any spine, neck, or
tail link to use the character studio technique
of naturally bending the entire spine, neck, or
tail.
Selecting and R otating Multiple Link s
When you select and rotate multiple links, the
rotation is individually applied to each selected
link.Thisisaconvenientwaytogetfingerstocurl,
for example, or to keyf rame a biped’s arms, legs,
multiple-jointed neck, or tail.
To select and r otate multiple link s:
•Selectandrotateanynumberoflinks.
Typically, you select an object and all of its
children. For example, selecting the hand and
all of its fingers.
UsingBendLinksModeandTwistLinks
Mode
Yo u c a n u s e
Bend Links Mode (page 2–807)
to
rotate multiple links for the biped’s spine, neck, or
tail. Bend Links transfers t he rotation of one link
to the other links in a natural way. When applied
to the spine, it is part icularly useful for positioning
the biped’s hips.
You can also use Twist Links Mode on the Bend
Links rollout to twist multiple links along the X
axis while preserving their relationship with the
two other axes. Combining these two mo des opens
up a wider range of controls over your spine, neck
or tail.