9
Merging and Cloning a Ch aracter 923
The default na me for the biped center of mass
is Bip01. If the biped was renamed on the
Structurerollout,findtherenamedcenterof
mass in the list.
Note: Thecenterofmassistherootobjectinthe
bipedhierarchy,ifthisisselectedwithSelect
Subtree turned on, then all the child links are
selected, including extra bones and t he mesh
skin (the mesh skin is linked when Attach To
Node is used in Physique).
Selecting a biped while merging a MAX scene
In the illustration, the center of mass object is
named Hero. With Select Subtree active, all the
children are also selected when you click Hero,
including the Physique mesh.
5. Click OK.
Probably a Duplicate Name dialog is displaye d.
If it isn’t, the merge is done; if it is, see the
following step.
6. On the Duplicate Name dialog, turn on Apply
To All Duplicates, and then click Merge.
Note: Even when the bipeds in your scene have
different root names than the biped you are
merging, the biped finger/toe/head dummies in
the file to be merged can have the same names
as other biped dummies in your scene. This
step merges these dummy objects. Dumm ies
w ith duplicate names can appear in the Select
Objects dialog, so the duplicate names are not a
problem.
The biped and its animation is merged with
the scene.
Tohidethefinger,toe,andheaddummyobjects:
The dummy objects for fingers, toes, and the head
arevisibleonthenewlymergedbiped.Usually
thesedummiesarehiddenfromsight. Theyare
used by Physique to create envelopes for all the
finger tips, toe tips, and head; these dummies
display when a character is merged. The quickest
way to hide them again is simply to toggle the
ObjectsbuttonintheBipedrollout’sDisplay
group, as described in these steps.
1. With the merged biped still selected, go
to the Motion panel.
Fingertip dummies displayed as blue cubes
The number of biped dummies varies according
to how many fingers and toes the character has.
2. At the bottom of the Biped
rollout, click the bar by t he plus sign to exp and
the rollout.