8

Structure Rollout 837
for the thumb (refer to the image). A User view
and toggling back and forth between a shaded
and wireframe display is helpful when fingers are
positioned.
Structure Rollout
Selec t the bip e d. > Motion pane l > Bip e d ro llout > Turn
on Figure mode > Structure rollout
Turn Figure mode on to enable parameters on the
Structure rollout. The Structure rollout provides
parameters for changing the biped’s skeletal
str ucture to match your character mesh (dinosaur,
robot, human and so on). You can also add up to 3
propstoyourbiped,torepresenttoolsorweapons.
After setting parameters to suit your character , use
the Height parameter to sca le the biped to the size
of the mesh representing your character. This is
the first step in fitting a biped to a mesh in Figure
mode.
Pr ocedur es
ToScaleaBipedandaPhysiqueMesh:
Selectthebiped,turnonFigure
mode, and then change the biped heig ht on the
Structure rollout.
The biped and mesh scale together.
To Sk in a Biped with Twist Link s:
This procedure ta kes into account the process of
skinning a character and expands on the concept
of using twist links to better deform a skinned
mesh.
1. Position a biped within the mesh.
2.
SelectthebipedandturnonFigure
Mode.
3. On the Structure rollout, turn on the Twists
option.
This enables the input fields for all biped limbs.
Note: Horse Lin k is only available if your biped
has 4 leg links.
4. Set Forearm to 5.
Both forearms have 5 twist links.
Tip: To get a better view of your twist links,
you can select the forearms and turn on
See-Through in the
Display Properties rollout
(page 1–55)
on the Display panel (or press
Alt+x).
See-Throughisturnedonfortherightforearmonly.
5. Add a
Skin modifier (page 1–781)
to the mesh.
6. Unfreeze a ll the biped twist bones.
7. On the Skin Parameters rollout of the Motion
panel, add all the biped bones to the skin except
the forearms.
8. Select and f reeze the twist bones again.
9. Tu rn on Edit Envelopes on the Parameters
rollout.
10.Select and adjust the Envelopes of the twist
bones until the desired behavior is achieved,
moving and rotating the hand to test.