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blended region; a value of 1.0 means that it will have a full effect within the
blended region. Default=0.25.
Bulge Sub-Object
Select an object that has the Physique modifier applied to it. > Modify panel
> Bulge sub-object level
After you have edited
envelope sub-objects on page 4717 for good overall mesh
deformation, you can create bulges to simulate muscle contraction and
expansion when a character’s joint rotates.
A bulge angle requires two links: the selected link, and the child link of that
selection (for example, an upper arm and forearm). The joint that separates
the two is referred to as the bulge joint. Any rotation applied to this joint
becomes the angle used to center the effect of a bulge angle.
Physique creates a single default bulge angle for each bulge joint in the attached
skeleton. The angle of this joint is that of the initial skeleton pose. This is the
pose the skeleton had when the Physique modifier was applied to the skeleton,
or when you use
Reinitialize on page 4683 and turn on Initial Skeleton Pose in
the Physique Initialization dialog. To create a bulge, you need to add only a
single additional bulge angle. You can add further bulge angles to refine the
bulge effect.
Workflow to Create a Biceps Bulge
The overall steps for creating a biceps bulge are:
■ Insert a new bulge angle.
Give the new bulge angle a custom name and color.
■ Set the bulge angle at a point where the joint is flexed; for example, at 90
degrees.
■ Insert a cross section on the upper arm.
■ Use control points (or the
Bulge editor on page 4687) to shape the bicep
bulge.
The following paragraphs elaborate these steps.
Physique User Interface | 4737