Creating a Biped
Biped Quickstart
Applying Physique
Posing a Biped
Once
you've created a biped, you need to pose it to match the character
model that the biped will control. This is done in Figure mode,
which allows you to bend, rotate, and scale parts of the biped to
conform to the character mesh. In this lesson, you will adjust a biped
to fit a character mesh.
Character meshes are usually built in one of
two stances. The most common is with the arms out and the legs slightly
spread, like da Vinci's drawing of the Vitruvian Man. Or, the character
mesh is built in a resting position with arms at its sides and legs
together.
For this lesson, you'll be working with a character
named Dr. X.
Set
up the lesson:
- Reset 3ds Max.
- Load
the scene file cs4_qs_drX01.max from the tutorials\character_animation\quick_start folder.
This scene
contains a character mesh named DoctorX.
Build
the biped:
Now that you know how to create a biped, you're
going to use the character mesh as a template for building the biped
that will control Dr. X.
-
On the
Create panel, click Systems.
-
Turn
on Biped and make sure you can see the Height spinner in the Create
Biped rollout.
- In
the Front viewport, click down at Dr. X's feet and drag up until
the biped is about 1.0m in height
This will
place the center of mass (COM) roughly at Dr. X's pelvis.
- In
the Create Biped rollout, change the Root Name to Dr.
X.
NoteWhen you change the name on the Create Biped
rollout, the name is used as a prefix for all the biped’s component
parts; for example, Dr. X L Foot. If you use the usual
Name And Color rollout, only the name of the biped’s COM is changed;
all other parts remain prefixed with Biped01 (or
whatever the current sequence number is).
Position
the biped:
Once the biped is added to the character mesh,
you need to adjust the biped to better match the stance of the mesh.
First, you'll adjust the position of the biped within the Dr. X
model.
-
Click
the Motion panel tab.
-
In the
Biped rollout, turn on Figure Mode.
All changes
to the biped's reference pose must be done in Figure mode.
-
In the
Left and Front viewports, click Zoom Region and zoom in around the
pelvis of Dr. X.
The illustrations show the COM in white and
arrows pointing at the center line of the mesh.
-
In the
Track Selection Rollout, make sure the Body Horizontal button is
active.
-
Move Dr.X,
the COM, in both the Left and Front viewports so that it lines up
with the vertical center line of the character mesh.
Adjust
the legs:
Next, you'll adjust the legs so they conform
with the character's legs. When adjusting legs, you'll want to pay
close attention to the key bend points at the knees and ankles.
-
Activate
the Front viewport. Enlarge the viewport by pressing Alt+W on the keyboard and click
the Zoom Extents button.
-
Select
the biped's left thigh, Dr.X L Thigh. This is colored
blue by default, and its name appears in the name field at the top
of the Motion panel when selected.
TipIf
you select the mesh by mistake, deselect by clicking outside the
figures, and then try again.
-
From
the Track Selection rollout, click the Symmetrical button.
The biped's
right thigh, Dr.X R Thigh is now added to the
selection set.
- In
this step, you rotate the biped's legs to run roughly along the legs
of the mesh. To make these rotations, you'll have to switch between the
Front and Left viewports. Press F and L on the keyboard to make these
switches.
Click
the Rotate button and make the following rotations:
- In
the Front viewport, rotate about 12.0 degrees
about the Z axis. A readout appears in yellow as you rotate the
selection.
TipSometimes the legs will rotate in parallel,
instead of in opposite directions. If this happens to you, select
and rotate each leg individually.
- In
the Left viewport, rotate about –8 degrees about
the Z-axis.
-
On the main toolbar, choose
Select And Non-Uniform Scale. Scale the thighs along the X-axis
until they match the skin model: about 85 percent.
Type in the value or use the spinners while viewing the results
in the viewport.
- Press
the Page Down key
on the keyboard.
Page
Up and Page Down are
quick shortcuts for moving up and down the hierarchy. Since both
thighs were selected, now both calves are selected once you’ve pressed Page Down.
- As
you did with the thighs, scale the calves until they match the mesh:
about 90 percent along the X axis.
This aligns
the biped's ankles more closely with the ankles of the character
mesh.
- Press Page Down again to select the biped
feet. Scale the feet from the Front and Left views to more closely
fit in the shoes.
- On
the Structure rollout, adjust the Ankle attach value to slide the
foot to better fit in the mesh: about 0.1.
- In
the Front viewport, rotate the feet so they align with the mesh.
- Save
the scene as my_drx01.max.
The procedures you've just completed give you
an idea of what it takes to align a biped to a mesh, and that patience
is the key to this process. This character still needs work, such
as the feet need to be adjusted as well as the entire upper body.
If you want, read the following tips for biped alignment, then use
the same procedures to experiment with aligning the rest of the
biped. Otherwise, continue to the next lesson.
Tips for Biped Alignment
Here are some tips that may help when adding
a biped to a character mesh.
- The
most important tip is to make sure the COM is always aligned with
the mesh.
- When
scaling and rotating biped parts, pay attention to the model in
multiple viewports. A rotation, for instance, may look good in one
viewport, but another viewport may indicate a problem.
- Examine
the character mesh's complexity. If the character is wearing mittens
or shoes, you probably don't need five fingers and toes. Adjust
the biped structure accordingly.
- Remember
ponytails. If the character has a lot of hair or a long nose, like
an elephant trunk, you can use a ponytail to control that part of
the mesh.
- If
the character mesh has a short torso or long neck, it may be best
to reduce the number of Spine Links or increase the number of Neck Links.
You can add up to 25 links in the neck, tail or ponytails, and up
to ten links in the spine.
- If
the character is carrying something like a weapon or tool, add a
Prop to control that object.
For a more detailed look at posing a biped,
see the lesson
Aligning the Biped to the Model
.