2009

On the Selection Level rollout, click Control Point. To shape the cross section,
move the cross section control points in the viewports, creating a bulge. Click
Play. The biceps should grow as the angle of the characters arm approaches
90 degrees. If Select Nearest Bulge Angle is active, the bulge angle gizmos
change colors, depending on which angle has the greatest influence.
Go to the Link selection level and use Copy, Paste, and Mirror to create an
identical bulge angle for the opposite arm.
TIP When you use Physique with a biped, load a .bip file that will rotate the
characters limbs. Turn on In Place mode before you scrub the time slider to locate
appropriate limb angles. This keeps the character (the biped) in the viewports.
Bulge Editor
The
Bulge Editor on page 4687 duplicates many of the controls at the Bulge
sub-object level. The benefit of using the Bulge Editor is that bulge angle data
is represented graphically, and provides an alternative way of creating,
selecting, and editing cross sections. Rather than editing cross section control
points in the viewports to "bulge" the mesh, you might prefer to open the
Bulge Editor and move control points in the Bulge Editors Cross Section view.
Procedures
To create a new bulge angle on a selected link:
1
With Bulge sub-object active, turn on Link in the Selection Level
group.
2 Select a link in a viewport.
3
Click Insert Bulge Angle.
This creates a new bulge angle. The name in the Current Bulge Angle
field increments.
NOTE By default, one bulge angle is created by Physique in the initial skeletal
pose; the arm is usually straight in this pose.
4 In the Current Bulge Angle field, enter a name, such as Arm at 90.
5 Click the Bulge Angle Color swatch and choose a color in the color
selector. This makes identification easier.
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