2009

Bulge Editor
Select an object that has the Physique modifier applied to it. > Modify panel
> Physique rollout > Click Bulge Editor.
Creating and editing cross sections allows you to "bulge" the mesh. The Bulge
Editor is an alternative to using the Bulge sub-object level to create and edit
bulge angles. The difference is that the Bulge Editor allows you to create, select,
and edit cross sections in schematic Cross Section and Profile views. Using
the Bulge sub-object level, creating and editing bulge angles takes place in the
viewports. All of the parameter changes you make in the Bulge Editor are also
reflected on the mesh in the viewports.
On the Modify panel, you access the Bulge Editor from the
Physique rollout
on page 4671, from the Bulge rollout at the Bulge sub-object level on page 4737,
or from the Link Settings rollout at the Link sub-object level.
NOTE The Bulge Editor works exclusively with bulge angles. To create and edit
Tendons, use the
Tendons sub-object level on page 4747.
Using an Animation to Preview Limb Orientations
For easier creation of bulge angles, you should create a simple animation that
moves the limb into extreme orientations. In the case of the human arm, you
might set keyframes with the arms down against the body; extended to the
sides; bent at the elbows; and finally, more relaxed with the hands touching
the shoulders. By scrubbing the time slider, you can easily choose one of many
intermediate or extreme orientations. This saves time when you create Bulge
Angles, because you won't need to exit Physique to manipulate the skeleton
to change the orientation of the mesh. You can create and set multiple Bulge
Angles without ever leaving the Bulge Editor or Bulge sub-object level.
Procedures
To create a new bulge angle using the Bulge Editor:
1
Click the Bulge Editor button at the top level of the Physique
modifier, or at the Link or Bulge sub-object level.
The Bulge Editor is displayed.
Physique User Interface | 4687