8

Structure Rollout 839
centerline of the foot block, from the heel to the
toe.
Ankle Attach=0 .25 and Ankle Attach= 0.5
A value of 0 places the ankle attachment point at
theheel.Avalueof1placestheankleattachment
pointatthetoes.Clickthespinneruparrowto
move the a nkle attach point toward t he toes.
Range=0 to 1.
Height—Setstheheightofthecurrentbiped.
Usetosizethebipedtoyourmeshcharacter
before Physique is attached. This parameter is also
used in a procedure to scale your character after
Physique is attached.
Triangle Pelvis—Turn on to create links from the
upper legs to the lowest biped spine object when
Physique is attached. No rmally the legs are linked
to the biped pelvis object.
The pelv is area can be a problem when the mesh is
deformed w ith Physique. Triangle Pelvis creates a
more natural spline for mesh deformation.
Triangle Pelvis creates two links that extend from the legs to
the lowest biped spine object. A link f rom the biped pelvis
to the lowest spine object is also created. This provides
natural deformation to this area after Physique is applied
and the character is moving. If you are working on a new
character, turn this on before applying Physique. If B ones is
turned on in the Display rollout, links from the legs to the
lower spine ob ject are visible.
Twist Links group
The bone twist option, previously limited to the
biped’s forearm, has been expanded to include
all limbs. These settings allow better mesh
deformationonskinnedmodels(using
Physique
(page 2–692)
or
Skin (page 1–781)
)whentwisting
occurs on animated limbs. Use the
Tw ist Po ses
rollout (page 2–805)
forbettercontroloveryour
tw ist links.