8

Figure Mode 835
Structure R ollout (Figure
Mode)
Fi gu re Mo d e
Selec t the Bipe d > Motion Panel > Biped rollout > Figure
mode
WhileFiguremodeisactive,youcanchangebiped
structureandfitthatstructuretoacharactermesh.
It can be used for a variety of other procedures as
well.
Fig u r e m ode i s a ref erence pos i t i on to f i t a
biped to a m esh. UseFiguremodetofitabiped
to the mesh representing your character. This
"reference" or Figure mode position, in which
the biped is aligned to the mesh, is necessary
when a mesh is linked or attached to the biped
with Physique. After the biped is pos itioned to
fit within a mesh, leave Figure mode on during
the process of attaching a mesh to the biped
with Physique, or when using Select And Link
on the 3ds Max toolbar to link the mesh objects
of a character to the biped.
The relationship or "fit" position between the
biped and the mesh can always be restored by
turning on Figure mode, regardless of which
motion file happens to be loaded. After fitting
a biped to a mesh in Figure mode, use Save on
theBipedrollouttosaveafigurefile(.
fig)
.If
you accidentally reposition the biped in Figure
mode, lo ad the figure file.
Figure mode i s used for biped adjustment
after a mesh is attached to corre ct biped
joint location. After using Ph ysique to attach
a mesh character to the biped, you may want
to reposition a biped limb relative to the mesh.
For example, if the biped shoulder joint is too
far out relative to the mesh shoulder, then the
Physique modifier must b e inactivated, the
biped l imbs adjusted, and then a Reinitialize
in Physique must be performed before
reactivating the Physique modifier.
Figure mode i s used for biped adjustment
after a mesh is attached to cor rect posture
inamotionfile. Figuremodeisalsousedto
make adjustments after a character is attached
or linked to the biped. After loading a .
bip
motion file, for example, you may find that the
character is hunched too far forward during
theentireanimation. Rotatingthebipeds
spine objects in Figure mode will correct the
character’s posture for the entire animation.
This is a basic procedure where you simply
rotatethebipedlimbsinFiguremodeandthen
exitFiguremode;theposturewillbecorrected
for the entire animation.
Figure mode is used to define biped
str ucture. The
Structure rollout (page 2–837)
is displayed when you work in Figure mode,
allowing you to tailor the biped to your mesh
character. After creating a biped, make all of
your biped structure changes on the Structure
rollout. For example, you may want to use
one toe with one toe link if your character is
wearing shoes or if your character’s toes do
not need to be keyframed individually. Set the
biped structure before "fitting" the biped to the
your mesh character .
Tur n Figure mode on to scale a character.
Use the height spinner on the Structure rollout