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1114 Chapter 14: character studio
It is helpful first to turn off the Physique mod ifier,
using the light bulb icon in the mod ifier stack
display. This lets you use Figure mo de to scale and
rotate the biped limbs independent of the mesh
skin. Use this option after you scale a character
(see Scaling a Character (page 2–1100)).
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Include New B ones—Createsnewlinksforany
new object (bone) linked to the biped. Use this
to add a bone to a mesh that has the Physique
modifier applied. This toggle is unavailable
unless Initial Skeleton P ose is on. Default=off.
Link and Joi nt S ettings—Resets link parameters
and joint intersection parameters to their default
values. Lin k parameters include B end, Tw ist,
Sliding, and Radial Scale values. For Radial
Scale, this includes Scale, Amplitude, Stretch, and
Breath. Default=off.
When this option is on, you can set new default
values in the Link Settings rollout (page 2–1136)
and the Joint Intersections rollout (page 2–1140).
Bulges—Resets bulge angles to the default values.
By default, one bulge angle is created per link.
TurningonBulgesdeletesanynewbulgeangles
you might have created. Default=off.
When this option is on, you can set new default
values for cross sections in the Cross Sections
rollout (page 2–1125).
Tendons—Resets tendons to the default va lues.
TurningonTendonsdeletesanytendonsyou
might have created. Default=off.
Vertex-Link Assignments—Re-evaluates which
ver tices fall within each envelope. (This can vary
from the original default settings, depending
on whether you ha v e made changes to the
envelopes.) Turning on Vertex-Link assignments
also removes any custom ver tex assig nments. Turn
on Vertex-Link Assignments if you want to replace
allmanualvertexreassignmentswiththedefault
vertex assi gnments. Default=off.
When this option is on, you can set new default
values in the Vertex-Link Assignment rollout (page
2–1123).
Ver tex Settings—Re calculates vertex parameters at
the lin k to which each vertex is assigned. Turning
on Vertex Settings does not reassign manually
reassigned ver tices. Use this option w hen you
have changed the link parameters and want to
recompute the vertex parameters based on these
changes. This check box is automatically turned
on if you turn on either Initial Skeleton Pose or
Vertex-Link Assig nments. Default=on.
Bulge Editor
Select an object that has the Physique modifier applied to
it. > Modify panel > Physiqu e rollout > Click Bulge Editor.
Creatingandeditingcrosssectionsallowsyou
to "bulge" the mesh. The Bulge Editor is an
alternativetousingtheBulgesub-objectlevelto
create and e dit bulge angles. The difference is that
the Bulge Editor allows you to create, select, and
edit cross sections in schematic Cross Sec tion and
Profileviews.UsingtheBulgesub-objectlevel,
creating and editing bulge angles takes place in the
viewports. A ll of the par ameter changes you make
in the Bulge Editor are also reflected on the mesh
in the viewports.
On the Modify panel, you access the Bulge Editor
from the Physique rollout (page 2–1106),fromthe
Bulge rollout at the Bulge sub-object level (page
2–1141), or from the Link Settings rollout at the
Link sub-object level.
Note: The Bulge Editor works exclusively with
bulge angles. To create and edit Tendons, use the
Tendons sub-object level (page 2–1147).