9

Bulge Editor 1115
Using a n Anima tion to Pr evi ew L imb
Or ient ati ons
Foreasiercreationofbulgeangles,youshould
create a simple animation that moves the limb into
extreme or ientations. In the case of the human
arm, you might set keyframes with the ar ms down
against the body; extended to the sides; bent at
theelbows;andfinally,morerelaxedwiththe
hands touching the shoulders. By scrubbing the
time slider, you can easily choose one of many
intermediate or extreme or ientations. This saves
time when you create Bulge Angles, because you
wont need to exit Physique to manipulate the
skeleton to change the orientation of the mesh.
You can create and set multiple Bulge Angles
without ever lea ving the Bulge Editor or Bulge
sub-object level.
Pr ocedur es
To create a new bulge angle using the B ulge Editor:
1.
Click the Bulge Editor button at the top
level of the Physique modifier, or at the Link or
Bulge sub-objec
tlevel.
The Bulge Editor
is displayed.
Tip: Accessing t
he Bulge Ed itor at the Bulge
sub-object level provides the added benefit of
letting you work in either the Bulge Editor or
the Bulge rollo
ut interchangeably.
2. In a viewport, c
lick to select a link.
3. On the Bulge Editor toolbar, click Insert
Bulge Angle.
Physique creates a new bulge angle. The
number of the bulge angle name in the Current
Bulge Angle field increments.
4. Type a descriptive name in the Current Bulge
Angle field.
Tip: Itisagoodideatochangethecolorofthe
newly created bulge angle. Do this by clicking
Bulge Angle Color at the Bulge sub-object level,
and selecting a color with the Color Selector.
5. If no appropriate cross sections exist,
then on the Bulge Editor toolbar, click Insert
CS Slice. Click the Profile view to create and
position a cross sec tion.
The cross section is created at the location you
clicked.
6. In the viewports, rotate the joint to the desired
angle.
This is most easily done by creating a preview
animation, as described in Using an Animation
to Prev iew Limb Or ientations (page 2–1115):
justmovethetimeslidertoaframethathas
the ang le you want. Otherw ise, you wil l have
to exit the Bulge sub-object level, selec t the
appropriate limb, and rotate it. For example, to
bulge the biceps on a biped, you might rotat e
the biped forearm to ninet y degrees.
7. “Bulge the mesh by editing cross section
control points using the Bulge Editor’s Cross
Section view.
As you scale or move control points in the
Cross Section view, the mesh "bulges" in the
view por ts.
8. On the Bulge Editor toolbar, click Set
BulgeAngleontheBulgeEditortoolbar.
Physique sa v es the current angle of the joint.
When the joint angle is reached, the mesh
bulges. By default, Physique creates one bulge
angle when it is first attached to the mesh. So
to make an arm or leg that bulges when biped
joints are rotated, you need to create and set
only one additional bulge angle.