2009

FFD Modifier used to shape spine and head
Once you have a default biped, youll need to match its proportions to the
characters geometry. It is quite typical to find the characters geometry with
the arms outstretched. The common workflow is to freeze the character and
then in Figure mode, reposition the biped, so the center of mass is at the base
of the torso. The spine objects, legs, and feet are scaled and rotated to fit within
the confines of the mesh, then the arms and hands, neck and head. The tail
and ponytail objects can be used for animating wings, fins, jaws, ears, horns,
or hair.
4160 | Chapter 17 character studio