9

Bulge Sub-Object 1141
Inter face
Both the parent’s and the link’s joint have the same
controls:
Active—Turns off the effects of the joint
intersection controls. When this box is cleared,
Physique mak es no compensation for overlapping
bulges. Default=off.
Blend From—The area b etween Blend From and
BlendTocontainsverticesthatarepartially
affectedbythecreaseplane.Theseverticeswill
be shifted, but not as much as those between the
creaseplaneandthepointwherethisjointbegins
to blend (Blend From in the parent’s case, Blend
To in the lin k’s case). The distance of the vertices
from the crease plane determines the exact amount
of shifting. Vertices within the blend region that
are closer to the intersection plane are shifted more
than the vertices further away from it. Default=0.0.
Blend To—Indicates the distance beyond wh ich the
crease plane has no effect. Default=1.0.
Bias—Sets the strength of the crease plane effect
w ithin the blended region. A value of 0.0 means
that the intersection plane will have no effect
w ithin the blended region; a value of 1.0 means
that it will have a full effect within the blended
region. Default=0.25.
Bulge Sub-Object
Select an object that has the Physique modifier applied
to it. > Mod ify panel > Bu lg e sub-object level
After you have edited envelope sub-objects (page
2–1130) for good overall mesh deformation, you
can create bulges to simulate muscle contraction
and expansion w hen a character’s joint rotates.
Abulgeanglerequirestwolinks:theselectedlink,
and the child link of that selection (for example, an
upper arm and forearm). The joint that separates
the two is referred to as the bulge joint.Any
rotation applied to this joint becomes the angle
used to center the effect of a bulge angle.
Physique creates a single default bulge angle for
eachbulgejointintheattachedskeleton.Theangle
of this joint is that of the initial skeleton pose. This
is the pose the skeleton had when the Physique
modifier was applied to the skeleton, or when you
use Reinitialize (page 2–1113) andturnonInitial
SkeletonPoseinthePhysiqueInitializationdialog.
To create a bulge, you need to add only a sing le
additional bulge angle. You can add further bulge
angles to refine the bulge effect.
Wor k f low to Cr eate a B iceps B ulge
The overall steps for creating a biceps bulge are:
•Insertanewbulgeangle.
Givethenewbulgeangleacustomnameand
color.
Setthebulgeangleatapointwherethejointis
flexed; for example, at 90 degrees.
Insert a cross sec tion on the upper arm.
Use control points (or the Bulge editor (page
2–1114)) to shape the bicep bulge.