2009
TIP Accessing the Bulge Editor at the Bulge sub-object level provides the
added benefit of letting you work in either the Bulge Editor or the Bulge
rollout interchangeably.
2 In a viewport, click to select a link.
3 On the Bulge Editor toolbar, click Insert Bulge Angle.
Physique creates a new bulge angle. The number of the bulge angle name
in the Current Bulge Angle field increments.
4 Type a descriptive name in the Current Bulge Angle field.
TIP It is a good idea to change the color of the newly created bulge angle.
Do this by clicking Bulge Angle Color at the Bulge sub-object level, and
selecting a color with the Color Selector.
5 If no appropriate cross sections exist, then on the Bulge Editor
toolbar, click Insert CS Slice. Click the Profile view to create and position
a cross section.
The cross section is created at the location you clicked.
6 In the viewports, rotate the joint to the desired angle.
This is most easily done by creating a preview animation, as described in
Using an Animation to Preview Limb Orientations on page 4687: just move
the time slider to a frame that has the angle you want. Otherwise, you
will have to exit the Bulge sub-object level, select the appropriate limb,
and rotate it. For example, to bulge the biceps on a biped, you might
rotate the biped forearm to ninety degrees.
7 “Bulge” the mesh by editing cross section control points using the Bulge
Editor's Cross Section view.
As you scale or move control points in the Cross Section view, the mesh
"bulges" in the viewports.
8
On the Bulge Editor toolbar, click Set Bulge Angle on the Bulge Editor
toolbar.
Physique saves the current angle of the joint.
When the joint angle is reached, the mesh bulges. By default, Physique
creates one bulge angle when it is first attached to the mesh. So to make
4688 | Chapter 17 character studio