9
Naming the Biped 847
in the Structure rollout are enabled when the biped
isselectedandFiguremodeisactive.
See also
Creating a Biped (page 2–844)
Structure Rollout (page 2–984)
Na ming t he B ip ed
If your scene is going to contain more than one
biped, it’s a good idea to give the biped a unique
name. By default, the first biped in a scene is called
Bip01. Succeeding bipeds have the same name
except that the two-digit number is replaced by
another number in sequence: 02, 03, 04, and so on.
Since the parent of the biped hierarchy is the
biped’s center of mass object, that is also the
objectselectedwhenyouchooseBip01.Youcan
link the biped center of mass to other objects or
dummies for additional animation con trol. For
moreinformationonthebiped’shierarchy,see
Understanding Biped Anatomy (page 2–846).
Procedure
To change the biped n ame upon cre ation:
• Immediately after creating the biped and before
moving to another panel, enter the new name in
theRootNamefieldintheCreateBipedrollout.
The center of m ass is renamed and the entire
biped hierarchy inher its the new name.
To change the biped name after creation:
1.
Select any p art of the biped and go to the
Motion panel.
2. In the Biped rollout, click the exp ander bar to
display the Modes and Display groups.
3. Enter a new name in the Name field and press
Enter .
Wa rn in g : Do not use the usual Na me And Color
rollout to rename a bip ed. This changes only the
name of the biped’s root object (its center of mass)
without updating the names of other biped parts in
the hierarchy.
To create a Named Selection for the biped center of
mass:
1.
Select the biped center of mass (diamond
shaped object in the pelvis) in the viewports.
2. Type a name in the Named Selection Sets field
on the 3ds Max toolbar.
3. Press Enter .
Youcannowchoosethisselectionifthebiped
is hidden and you want to view the biped and
edit biped parameters on the Motion panel.
Tip: Give the center of mass select ion the same
name as your character in the Named Selection
Sets field, "John," for example. With multiple
characters, you can quickly select the character
you want to e dit by choosing the character’s
name in the Named Selection Sets dropdown.
Pos in g the B i pe d
After creating the default biped, you will often
need to change the prop ortions of the skeleton to
fit your model. Use Figure mode to change the
biped structure in its rest p ose.
Activating Figure mode returns the biped to
its original location and orientation. With the
bipedinFiguremode,youcanusethetransform
tools to change the proportions and positions
of body parts. For instance, you might apply a
non-uniform scale to shorten the legs or lengthen
the arms.