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844 Chapter 14: character studio
Note:
In addition to the standard move, rotate, and
scale operations, you can also use modifiers to
adjust the parts of the biped.
Note: Biped body parts cannot be removed,
however unwanted parts can be hidden. If you
delete a part the entire biped will be deleted.
The following list includes some tips for
positioning your skeleton:
•Usethe
Pa ge Up and Page Down keys to
cycle through links.
•UseRubber Band mode (page 3–1003) to move
and scale the arm and leg link s on your skeleton
simultaneously.
•UsetoolsfromtheBend Links rollout (page
2–952),suchasBend Links Mode (page 3–915)
and Tw ist Links Mode (page 3–1028) to adjust
tail, neck, spine, and ponytail links.
The head, toes, and finger tips should extend
slightly beyond the mesh extents to fulfill the
requirements of Physique.
Use the minimum number of fingers and toes.
You need extra fingers or links only if you are
planning on complex hand or foot animation.
If your character is wearing gloves or shoes,
thenyouprobablyonlyneedonefingerortoe,
with one link.
To create a biped with knees that bend
backwards, rotate the biped calves or thighs of
both legs 180 degrees about their local X-axis
(along the length of the limb). When you exit
Figuremode,thebipedwalks,runs,andjumps
with reversed knees.
Whenworkingwithameshinasymmetrical
pose,poseonesideoftheskeleton,anduse
controls on the Copy/Paste rollout (page 2–966)
to paste the posture to the opposite side of the
biped.
When you are satisfied with your pose, check the alignment
in all viewports to make sure that the skeleton is positioned
correctly in the mesh.
Once you ha ve successfully positioned a skeleton
inside your character mesh, you are ready to
attachthemeshwithPhysique. Formoreon
this workflow, see Understanding Physique (page
2–834).
Cre atin g a Bipe d