While Figure mode is
active, you can change biped structure and fit that structure to
a character mesh.It can be used for a variety of other procedures
- Figure mode is a reference
position to fit a biped to a mesh. Use Figure mode to
fit a biped to the mesh representing your character. This "reference"
or Figure mode position, in which the biped is aligned to the mesh,
is necessary when a mesh is linked or attached to the biped with
Physique. After the biped is positioned to fit within a mesh, leave
Figure mode on during the process of attaching a mesh to the biped
with Physique, or when using Select And Link on the 3ds Max Design toolbar
to link the mesh objects of a character to the biped.
The relationship or "fit" position between the
biped and the mesh can always be restored by turning on Figure mode,
regardless of which motion file happens to be loaded. After fitting
a biped to a mesh in Figure mode, use Save on the Biped rollout
to save a figure file (.fig). If you accidentally reposition
the biped in Figure mode, load the figure file.
- Figure mode is used for
biped adjustment after a mesh is attached to correct biped 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, and 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 motion file. Figure mode is also used to make adjustments
after a character is attached or linked to the biped. After loading
a .bip motion file, for example,
you may find that the character is hunched too far forward during
the entire animation. Rotating the biped's spine objects in Figure
mode will correct the character’s posture for the entire animation.
This is a basic procedure where you simply rotate the biped limbs
in Figure mode and then exit Figure mode; the posture will be corrected
for the entire animation.
- Figure mode is used to
define biped structure. The
rollout 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 structure changes on the Structure
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 Structure
rollout to scale a complete character (a complete character has
a biped and mesh attached with Physique).
- Reverse-Knee Characters. If
your character mesh has reverse knees, rotate the biped calves or
thighs along the local X axis 180 degrees in Figure mode; the biped
local X axis is along the length of the limb. character
studio assumes you want a reverse knees character if
the calves or thighs are rotated past 90 degrees in the local X
axis. When Figure mode is turned off, the biped walks, runs, and
jumps with reverse knees.
Moving the Head
While in Figure mode,
you can move the head relative to the body. This is another way
to help fit the biped into a character’s skin.
You can move a biped’s
head in Figure mode.
Notes on Fitting the Biped
to a Mesh in Figure Mode
These are quick notes
designed to give 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 per finger
and toe. One toe with one toe link is often sufficient if your character
wears shoes, or if animating individual toes will not be necessary.
- Put the lowest biped spine object at
the character’s belt-line.
- Scale the biped fingers to slightly protrude
from the character’s hand.
- Rubber Band mode and scale are used to
size the biped limbs to fit the biped to a mesh.
- Use the options from the
Links group to transfer twisting animation
in the biped's associated mesh.
- Use Props to represent weapons or tools
attached to your character.
- Use Select And Link on the 3ds Max Design toolbar
to link non-deformable (mechanical) objects to the biped. Do this
after Physique is applied to prevent Physique from generating extra
links (Envelopes). Superflous envelopes (links) can be turned off
in Physique however, so this is not critical.
NoteObjects like eyeballs and weapons should
be linked to the biped after Physique is applied; otherwise links
(Envelopes) will extend to these objects when Physique is applied.
- Reposition and use Ponytails on the Structure
rollout to animate a character’s jaw, ears, hat, hair and ponytails.
- A saved .fig file can
be reloaded if the biped is repositioned in Figure mode by mistake.
Move the first link on
each finger to position the fingers relative to the mesh; use local
and world coordinate systems for this. Scale the finger links to
position the joints. After positioning the thumb, rotate the first thumb
link around the local X-axis until the local Z-axis creates a natural rotation
for the thumb (refer to the image). A User view and toggling back and
forth between a shaded and wireframe display is helpful when fingers
- Structure Rollout
Turn Figure mode on
to enable parameters on the Structure rollout. The Structure rollout
provides parameters for changing the biped’s skeletal structure
to match your character mesh (dinosaur, robot, human, and so on).
You can also add up to three props to your biped, to represent tools