9.5.2

Table Of Contents
400 CHAPTER 7
OBJECTS MENU DEFORMERS 401
Keep Y-Axis Length
If this option is enabled, the object keeps its original length.
Bone
Modeling characters and moving their limbs and clothes realistically is one of the most challenging
and rewarding tasks in 3D.
One approach is to divide the character object into several objects and apply inverse kinematics. A
downside to this method is that it requires you to split the mesh at the joints, which causes splits in
the character’s surface.
A better solution is to mimic nature by placing a skeleton (i.e. a hierarchy of bones objects) inside
a single character mesh. The character can then be posed by moving the bones. The skin (i.e. the
surface) will bend and stretch as the bones move. This approach avoids the problem of split joints
and, since the bones are completely separate of the object itself, you can use the same skeleton again
with other characters.
The optional MOCCA module gives you outstanding control over character
animation. Creating complex, custom character rigs and skeletons is made
simple with MOCCA. You can create and edit preset poses and quickly create
elaborate character animations by mixing these poses. A new IK system (Soft
IK) with built-in dynamics and constraints allows more uid motion. Easily
add secondary motion to your characters or gain even more control over
animation parameters. For full details on MOCCA, contact your local MAXON
representative or visit www.maxon.net.
Bones can be used with all object types including parametric objects, NURBS objects, polygon objects
and splines. You can even apply bones to other deformer objects!
HyperNURBS and bones
You can apply bones to a HyperNURBS object. There is no need to convert the HyperNURBS object into
a polygon object. Rather than work with a high-poly object, you can apply the bones directly to the
low-poly cage of the HyperNURBS. The bones deform the cage, which in turn deforms the HyperNURBS
object. The object is smoothed after the deformation.
This method avoids the polygon errors, torn mesh and kinks that are associated with high-poly
characters. Animate the cage and the result is a smooth, kink-free surface. In addition, it is much easier
and more exible to work with a low-poly object when using limited radii or even vertex maps.