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          <p><font face="Arial, Helvetica, sans-serif" size="-1">- <a href="../index.html">Contents</a><br>
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              <p><font color="#0000FF"><b><font face="Arial, Helvetica, sans-serif" color="#0000CC">volume 
                1, issue 27</font></b></font></p>
              <p><font color="#0000FF"><b><font face="Arial, Helvetica, sans-serif" color="#0000CC"> 
                </font></b></font></p>
              <p>  <p><font face="Courier New, Courier, mono"><b><font color="#339900" face="Arial, Helvetica, sans-serif">Today 
                in loonygames:</font></b></font></p>

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        <p align="LEFT"><font face="Arial, Helvetica, sans-serif" color="#0022A8"><b><a target="" href="../../corner/index.html"><font size="-1">Thinking 
          Outside the Box</font></a><font size="-1">:</font></b></font><font face="Arial, Helvetica, sans-serif" size="+3" color="#0022A8"><br>
          Adjusting Your Biped</font></p>
        <p align="RIGHT"><font color="#804000"><b><font face="Arial, Helvetica, sans-serif">By 
          Paul &quot;<a target="_self" href="mailto:paul@loonygames.com">Villam</a>&quot; 
          Steed</font></b></font></p>
        <p align="right">&nbsp; </p>
        <p><font face="Arial, Helvetica, sans-serif">The selected, scrawny, boxy 
          individual is known as Mr. <i>Biped</i>. Biped is basically half of 
          CS with Physique being the other half. </font></p>
        <p><font face="Arial, Helvetica, sans-serif">Next, we need to adjust the 
          structure of the biped to match our model complexity (all those toes 
          and digits won’t be necessary). With any part of but not <i>all </i>the 
          biped selected go to your Motion command panel and click the Figure 
          Mode button…</font></p>
        <p align="center"><font face="Arial, Helvetica, sans-serif"><img src="images/doom05.jpg" width="186" height="400"></font></p>
        <p><font face="Arial, Helvetica, sans-serif">‘Figure Mode’ becomes more 
          apparent in its effect later on when you begin applying animations to 
          your biped. For now understand that this mode is mainly to tweak low 
          level parameters of your biped or to provide a nice default position 
          from which to attach or detach the biped to a mesh.</font></p>
        <p><font face="Arial, Helvetica, sans-serif">Now expand the Structure 
          sub-directory by clicking on it and change the following parameters: 
          </font></p>
        <ul>
          <li><font face="Arial, Helvetica, sans-serif">Spine Links to 3 </font></li>
          <li><font face="Arial, Helvetica, sans-serif">Fingers to 1</font></li>
          <li><font face="Arial, Helvetica, sans-serif">Finger Links to 2</font></li>

          <li><font face="Arial, Helvetica, sans-serif">Toes to 1</font></li>

          <li><font face="Arial, Helvetica, sans-serif">Toe Links to 1 </font></li>
        </ul>
        <p align="center"><font face="Arial, Helvetica, sans-serif"><img src="images/doom06.jpg" width="204" height="400"></font></p>
        <p><font face="Arial, Helvetica, sans-serif">Play around with the other 
          settings and make sure you know the names for the various body parts 
          of the biped. The reason for the toes and fingers is because this particular 
          character like most I the game have mitts for hands and don’t really 
          need to have the utility of all their digits. Changing the spine links 
          are subjective and don’t have to be changed, I just prefer this number 
          of links. </font></p>
        <p><font face="Arial, Helvetica, sans-serif">Now we’re ready to start 
          NU Scaling the biped to match the model. First, hide the appendages 
          on its right side since we’ll be using CS’s Mirror function to copy 
          that info once we’re done. Next, grab the center of mass of the biped 
          and pull it down to just above the top of the bottom edge of the crotch 
          of the model and scale the yellow pelvis along the Z axis until it looks 
          like this…</font></p>
        <p align="center"><font face="Arial, Helvetica, sans-serif"><img src="images/doom07.jpg" width="211" height="400"></font></p>
        <p><font face="Arial, Helvetica, sans-serif">Note I rotated the leg slightly 
          to make sure the hip pivot point is correct.</font></p>
        <p><font face="Arial, Helvetica, sans-serif">Scale the Thigh, Calf, Foot 
          and Toe to match the mesh as close as you can. Don’t worry if they’re 
          not exactly matching. You’ll see later on it doesn’t have to matter. 
          As you adjust the leg keep in mind some rules of thumb I’ve picked up:</font></p>
        <ul>
          <li><font face="Arial, Helvetica, sans-serif">start with the hips and 
            work your way down</font></li>
          <li><font face="Arial, Helvetica, sans-serif">freezing the model keeps 
            you from accidentally selecting it</font></li>
          <li><font face="Arial, Helvetica, sans-serif">remember that moving a 
            foot will make the leg adjust accordingly</font></li>
          <li><font face="Arial, Helvetica, sans-serif">don’t be afraid to adjust 
            your mesh to better fit your leg</font></li>
          <li><font face="Arial, Helvetica, sans-serif">also don’t be afraid to 
            <i>not</i> have your biped match your model <i>exactly</i></font></li>
          <li><font face="Arial, Helvetica, sans-serif">remember that the hip, 
            knee, ankle and toe joints are crucial to setting up the biped/model 
            match; experiment with the motion of your biped joints to see exactly 
            where they bend and envision your model deforming as it bends from 
            that point with its given geometry</font></li>
          <li><font face="Arial, Helvetica, sans-serif">turn the legs of your 
            mesh so they’re facing forward</font></li>
          <li><font face="Arial, Helvetica, sans-serif">scale the biped in the 
            front view first and then the side view</font></li>
          <li><font face="Arial, Helvetica, sans-serif">make sure the feet are 
            scaled so that the bottom edge of the biped foot is flush with the 
            bottom edge of the model’s foot.</font></li>
        </ul>
        <p align="center"><font face="Arial, Helvetica, sans-serif"><img src="images/doom08.jpg" width="241" height="400"></font></p>
        <p><font face="Arial, Helvetica, sans-serif">Cool. Now go to first Spine 
          link, select it and notice you can actually move it around as well as 
          rotate or scale. Drag the upper body up so it matches the position of 
          the upper model torso. This is extremely important since in <b>Q3:A</b> 
          the upper and lower body have to be separate geometry and their juncture 
          point is very important. In this case the bottom of the spine needs 
          to be at the belt line exactly. Next, scale the top Spine link to help 
          visually sense the chest of the character and scale the Clavicle along 
          the X axis until the shoulder joint is at the right spot. Rotate the 
          arm a little, too.</font></p>
        <p align="center"><font face="Arial, Helvetica, sans-serif"><img src="images/doom09.jpg" width="211" height="400"></font></p>
        <p align="center">&nbsp;</p>
        <p align="right"><font face="Arial, Helvetica, sans-serif">(<a href="index3.php">Continued 
          on next page</a>)</font></p>
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      <p><i><font face="Arial, Helvetica, sans-serif" size="-2"> </font></i><i><font face="Arial, Helvetica, sans-serif" size="-2"><b>Credits:</b> 
        Thinking Outside the Box logo illustrated and is &copy; 1999 Dan Zalkus. 
        Thinking Outside the Box is &copy; 1999 Paul Steed. All other content 
        is &copy; 1999 <a target="_self" href="http://www.loonyboi.com">loonyboi 
        productions</a>. Unauthorized reproduction is strictly prohibited, so 
        don't even try it. We've got really big guns, and we're ripped, baby.</font></i></p>
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