8. Place your cursor over the green Y-axis ring of the Rotate Transform gizmo and drag
upward to rotate the upper arm upward, as shown in Figure 9.7. Notice that the arm
rotates at the shoulder as it??™s supposed to. The pivot point is already placed correctly.
All of the pivot points for the biped elements are already placed at the top of the
objects. For example, the upper arm pivots at the shoulder, the lower arm pivots at
the elbow, and the hand pivots at the wrist. This is one of Character Studio??™s great
time savers.
9. Click the Scale transform in the main toolbar. The reference coordinate system
automatically switches to Local and grays out as shown here to indicate that the
parameter cannot be altered. All Scale transforms applied
to biped components must be applied in the Local Reference
coordinate system.
In the Body Type area at the bottom of the Structure rollout, you can change the overall
appearance of the biped from the default Skeleton to Male, Female, or Classic. The body type
has little to do with the biped??™s capabilities and is more a matter of preference.
creating a biped ?– 419
Figure 9.6
Biped parameters
are on the Motion
tab of the Command
panel.
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