2009

At any joint angle, you can define a bulge angle, and you may define as
many bulge angles as needed. The bulge angle consists of the current
orientation of the joint together with any defined cross sections. In
addition, you can adjust the influence of a bulge angle. Physique considers
all the bulge angles as the character moves. The resulting bulge is created
by interpolating the effects of the various bulge angles having some
influence at the current joint angle.
For example, to create a bulging biceps muscle, in Bulge sub-object level,
on a selected link, insert a cross section near the center of the upper arm.
Pose the arm into a flexed position, with the angle between upper and
lower arms at 90 degrees or less. Insert a bulge angle and adjust the cross
section so that it distorts the mesh appropriately. In the viewports and in
the
Bulge Editor on page 4687, you can edit the shape of the bulge to look
like a flexed biceps muscle: higher and wider above the bone than below
it. Now as the elbow bends from a straight orientation up and toward the
shoulder, Physique bulges the biceps appropriately.
see Creating Bulges on page 4649 for more information about creating bulges.
Because bulges are optional, you can approach Physique animation in a couple
of ways:
Apply only as much detail as you need to get the effect you want for a
particular scene in your animation. This is probably the best approach
when the Physique animation is meant to be used only once, or is not the
main focus of the animation.
Define a fully deformable character, with bulges for its entire range of
motion. This is probably the best approach when you intend to reuse the
Physique character in an ongoing series of animations, for example, or in
a video game that has a variety of character action.
See also:
Bulge Sub-Object on page 4737
4648 | Chapter 17 character studio