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854 Chapter 14: character studio
These controls allow you to quickly turn on and off
the biped bones, objects and footsteps, twist links
andlegstates,aswellasfootstepnumbersand
trajectories. T here is a lso a Display Preferences
dialog accessed from here that lets you control
which bipeds are visible during Biped Playback.
Note: The Display g roup is hidden by defau lt. To
display the group, click t he expansion bar on the
Biped rollout.
Procedure
To change biped dis play :
1.
Go to the Motion p anel.
2. On the Biped rollout > Display group, click a
button corresponding to the display choices
you want.
Note: The Display group is hidden by default.
To displa y the group, click the expansion bar
on the Biped rollout.
Deleting a B iped
You can quickly and easily delete an entire biped
from a scene.
Procedure
To delete a biped:
1.
Use any selec tion tool to select the entire biped
or any part of the biped.
2. Press Del or Delete on your keyboard.
Linking Char acter B ody Pa r t s to
the Biped
WiththePhysiquecomponent,youcanuseBiped
to animate a deformable skin, usually a mesh
object. However , some animations dont require
deformation. For example, a knigh t clad entirely
in rigid metal ar mor do esn’t need to deform as
skin does. Also, fig ures seen from a distance don’t
require the same degree of realism as figures seen
close up.
Jointed character linked with biped skeleton
Characters available commercially often come
in two varieties: jointless and jointed. Jointless
characters have a seam less mesh at limb joints.
Jointless characters should be attached to the biped
using Physique. A jointed character has separat e
objects with ball joint geometry for the limbs, and
lendsitselftothelinkingtechniquedescribedin
this topic.
Linking objects and other geometry to the biped
canalsobeusedincasessuchasthefollowing:
Link a weapon or a flo wer to the biped hand.
Link eyeballs or teeth to the biped head.