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986 Chapter 14: character studio
Tail Links—
Sets 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 Ponyt ail
Links. Default=0. Range=0 to 25.
You can animate hair with ponytail lin ks. Ponytails
arelinkedtoacharacter’sheadandcanbeusedto
animate other appendages. Reposition ponytails
in Figure mo de 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
draggingtorepositiontheentirearm,ponytails
must b e keyed using rotational transformations.
Fin g e rs—Sets the number of biped fingers.
Default=1. Range=0 to 5.
Finger Links—Sets the number of lin ks p er finger.
Default=1. Range=1 to 3.
Toes—S ets the number of biped toes. Default=1.
Range=1 to 5.
Toe Links—Sets 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 1/2/3—Turns on up to t hree prop s, which
can be used to represent tools or weapons attached
to the biped. By default, prop 1 appears next to the
righthand,prop2appearsnexttothelefthand,
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 controllers 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 ankles c an be placed anywhere along the
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
the heel. A value of 1 places the ankle attachment
point at the toes. Click the spinner up arrow to
move the an kle attach point toward the toes.
Range=0 to 1.
Height—Sets the height of t he current biped.
Usetosizethebipedtoyourmeshcharacter
before Physique is attached. This parameter is a lso
used in a procedure to scale your character after
Physique is attached.
Triangle Pelvis—Turn on to crea te links from the
upper legs to the lowest biped spine object w hen
Physique is attached. Normally the legs are linked
to the biped pelv is object.
The pelvis area can be a problem when the mesh is
deformed w ith Physique. Triangle Pelv is creates a
more natural spline for mesh deformation.