9
Figure Mode 983
• Figure mode is used for biped adjustment
af ter a m esh is at ta ched to correct bip ed
joint location. After using Physique to attach
a mesh character to the biped , you may want
to reposition a biped limb relative to the mesh.
For example, if the biped shoulder joint is too
far out relative to the mesh shoulder, then the
Physique modifier must be inactivated, the
biped limbs adjusted, an d then a Reinitialize
in Physique must be performed before
reactivating the Physique modifier.
• Figure mode is used for biped adjustment
after a mesh is attached to correct posture
in a m otion file.Figuremodeisalsousedto
make adjustments after a character is attached
or linked to the biped. Af ter loading a .bip
motion file, for example, you may find that the
character is hunched too far forward during
theentireanimation. Rotatingthebiped’s
spine objects in Figure mode will correct the
character’s posture for the entire animation.
This is a basic procedure where you simply
rotatethebipedlimbsinFiguremodeandthen
exitFiguremode;theposturewillbecorrected
for the entire animation.
• Fig u r e m ode is used t o defi ne bi ped
str ucture. The Structure rollout (page 2–984)
is displayed when you work in Figure mode,
allowing you to tailor the biped to your mesh
character. After creating a biped, make all of
your biped s tructure changes on the St ructure
rollout. For example, you may want to use
one toe with one toe link if your character is
wearing shoes or if your character’s toes do
not need to be keyframed individually. Set the
biped structure before "fitting" the biped to the
your mesh character.
• Turn Figure mode on to scale a character.
Use the height spinner on the Struct ure rollout
to scale a complete character (a complete
character has a biped and mesh attached with
Physique).
• Rever se-Knee Char a cters. If your character
mesh has reverse knees, rotate the biped calves
or thig hs along the local X axis 180 degrees in
Figuremode;thebipedlocalXaxisisalongthe
length of the limb. character studio assumes
you want a reverse knees character if the calves
or thighs are rotated past 90 degrees in t he
localXaxis.WhenFiguremodeisturnedoff,
the biped walks, runs, and jumps with reverse
knees.
Notes on Fitting the B iped to a Mesh in
Fi gur e Mod e
These are quick notes designed to g ive you a
general sense of the issues involved when a biped
is fitted to a mesh.
• Use the Structure rollout to set the number of
toes and fingers; specify the number of links
perfingerandtoe.Onetoewithonetoelinkis
often sufficient if your character wears shoes,
or if animating individual toes will not be
necessar y.
• Put the lowest biped spine object at the
character’s belt-line.
• Scale the biped fingers to slightly protrude from
the character’s hand.