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838 Chapter 14: Character Studio
Inter face
Arms—Setswhetherornotarmswillbegenerated
for the current biped.
Neck Link s Sets the nu mbe r of l inks in the
biped neck. Default=1. Range=1 to 25.
Spine Link s—Sets the number of links in the
bipedspine.Default=4.Range=1to10.
Leg L in ks—Sets the number of links in the biped
legs. Default=3. Range=3 to 4.
Tail LinksSets the number of links in the
biped tail. A value of 0 specifies no tail. Default=0.
Range=0 to 25.
Pony tail1/2 Link s—Sets the number of Ponytail
Links. Default=0. Range=0 to 25.
You can animate hair with ponytail links. Ponytails
are linked to a character’s head and can be used to
animate other appendages. Reposition ponytails
in Figure mode and use them to animate a
character’s jaw, ears, nose, or anything that should
move with the head.
Unlike the process of selecting the biped hand and
dragging to reposition the entire arm, ponytails
must be keyed using rotational transformations.
Fin g ers Sets the number of biped fingers.
Default=1. Range=0 to 5.
Fin g er Lin ksSets the number of links per finger.
Default=1. Range=1 to 3.
ToesSets the number of biped toes. Default=1.
Range=1 to 5.
Toe LinksSets the number of links per toe.
Default=3. Range=1 to 3.
Tip: Characters wearing shoes might need only one
toe with one link.
Props 1/2/3Tu r ns on up to three props , which
can b e used to represent tools or weapons attached
to the biped. By default, prop 1 appears next to the
right hand, prop 2 appears next to the left hand,
and prop 3 appears centered between in front of
the torso.
You can animate props throughout the scene, like
any object. You can use 3ds Max cont rollers to
animate props and can then collapse animation
onto the prop’s transform controller for use in
Mixer, Motion Flow, and Layer editing.
Ank le Atta ch—Specifies the ankles point of
attachment along the corresponding foot block.
The an kles can be placed anywhere a long the