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850 Chapter 14: character studio
The Motion panel doesn’t show Biped controls
unless the biped is selec ted.
2. On the Biped rollout, click Figure mode.
The button turns blue to indicate a
special edit mode.
The biped’s pose and location change to
the one last specified when t he biped was in
Figuremode.Ifthebipedwasjustcreatedand,
therefore, was never in Figure mode before, it
changes to the pose and loca tion it had when
you created it. When you turn off Figure mode,
the biped returns to its animated pose and
location in the scene.
Note: Biped disables all keyframe editing tools
when Figure mode is active. Adjustments made
in Figure mode are not animatable.
To fit biped legs to the skin:
1.
Turn on Figure mode on the Biped
rollout.
2. UsetheScaleTrans
formgizmotoscalethe
Z-axis of the biped’s pelvis so the biped’s leg
links are cent ered in each leg of the skin.
3. Select the biped’s two thigh links (LLeg and
RLeg) and scale t
he X-axis of the thi gh lin k s so
they end at the knees of the sk in .
4. Select the biped’s two lower leg links (LLeg1
and RLeg1), and scale the X-ax is of the lower
leg links so the
bipedsanklesarelevelwiththe
ankles of the skin.
Tip: When the two upper legs are selected, you
can press
Page D own to select the lower legs.
5. In a left or right viewport, scale the biped’s feet
so their profi
le roughly matches the profile of
the feet of the skin.
6. ScaletoesormovethemalongtheirlocalX-axis
so each toe is a lig ned with the corresponding
toe in the ski
n.
The ends of the final toe links should go
through the tips of the ski n’s toes.
Yo u m i g h t h av e t o c h a n g e t h e n u m b e r o f b i p e d
toes to match the number of skin toes. A biped
must have at least one toe on each foot. If the
skinhasnotoesorthecharacteriswearing
footgear, the position and number of biped toes
doesntmatterbuttheyshouldstillextend
beyond the skin.
Tip: During the fitting process, try Freezing the
skin object to prevent accidental selection.
To fit the spine to the sk in torso:
1.
On t he Biped rollout, turn on Figure
mode.
2. Select the lowest link of the spine (Bip01
Spine). Choose the Move transform, constrain
move ment to the spine link’s local X-a xis, and
move it vert ically to the waist of the skin, just
below the navel.
3. Sca le the other spine links in their lo cal X-axis
so they fit t he upper part of the skin’s torso.
The neck lin k should begin where the skin’s
neck begins.
If the torso of the skin curves, you should also
rotate spine links about their local Z-axes, to
align the spine with the longitudinal center of
the torso.
4. Scale the biped’s neck in its local X-axis to
match the length of the neck of the skin. The
top of the last neck lin k (also the base of the
head link) should be where you want the head
to pivot. This is usually just below the ears,
centered with the spine.
Leave the head in its default position relative to
the spine and neck link s.