9

Bones System 409
2.
Click the Modify tab on the command
panel.
3. Change settings in the Bone Parameters rollout.
To change the l ength of bones af ter they’ve been
created:
Impor tant: Repositioning a bone affects its length
visually. More im portantly, it affects the bone’s pivot
position. The length of the bone is only a visual aid
drawn between each bone’s pivot point. A bone has
only one pivot. The bone you see visually is connecting
its pivot point to the nex t bone’s pivot point.
1.
Choose Animation menu > Bone Tools.
2. OntheBoneToolsdialog,clickBoneEdit
Mode.
3. Movethechildoftheboneyouwanttochange.
The length of its immediate parent changes to
reach the child bone.
4. Turn off Bone Edit Mode when you are finished
editing the bones.
To add fins to bones:
1.
Select the bone.
2. Choose Animation m enu > Bone Tools.
3. Select the bones to which you want to add fins.
4. In the Fin Adjustment Tools rollout, turn on
Side Fins, Front Fin or Back Fin.
5. Adjust the size and appearance of the fins with
the appropriate spinners.
Note: You can also add fins to an individual
bone on the Modify panel.
Interfa ce
IK Chain Assignment rollout (creation tim e only)
Provides the tools to quickly create a bone chain
w ith an IK solver automatically applied. Also
allows for b one creation with no I K solver.
IK Solver drop-down list—Specifies the type of IK
solv er to be automatically applied if Assign To
Children is turned on.
Assign To ChildrenWhen on, assigns the IK solver
named in t he IK solver list to all the newly created
bonesexceptthefirst(root)bone. Whenoff,
assigns a standard PRS Transform controller (page
2–357) to the b ones. Default=off.
Note: Choosing the SplineIKSolver and tu rning
on Assign To Chi ldren causes the Spline IK Solver
dialog (page 2–477) to appear after bones have
been created.
Assign To R oot—When on, assig ns a n IK solver
to all the newly created bones including the first
(root) bone.
Turning on Assign To Chi ldren also automatically
turns on Assign To Root.