Bulge Editor
 
 
 
Command entry:Select an object that has the Physique modifier applied to it. Modify panel Physique rollout Click (Bulge Editor).

Creating and editing cross sections allows you to "bulge" the mesh. The Bulge Editor is an alternative to using the Bulge sub-object level to create and edit bulge angles. The difference is that the Bulge Editor allows you to create, select, and edit cross sections in schematic Cross Section and Profile views. Using the Bulge sub-object level, creating and editing bulge angles takes place in the viewports. All of the parameter changes you make in the Bulge Editor are also reflected on the mesh in the viewports.

On the Modify panel, you access the Bulge Editor from the Physique rollout, from the Bulge rollout at the Bulge sub-object level, or from the Link Settings rollout at the Link sub-object level.

NoteThe Bulge Editor works exclusively with bulge angles. To create and edit Tendons, use the Tendons sub-object level.

Using an Animation to Preview Limb Orientations

For easier creation of bulge angles, you should create a simple animation that moves the limb into extreme orientations. In the case of the human arm, you might set keyframes with the arms down against the body; extended to the sides; bent at the elbows; and finally, more relaxed with the hands touching the shoulders. By scrubbing the time slider, you can easily choose one of many intermediate or extreme orientations. This saves time when you create Bulge Angles, because you won't need to exit Physique to manipulate the skeleton to change the orientation of the mesh. You can create and set multiple Bulge Angles without ever leaving the Bulge Editor or Bulge sub-object level.

Procedures

To create a new bulge angle using the Bulge Editor:

  1. Click (Bulge Editor) at the top level of the Physique modifier, or at the Link or Bulge sub-object level.

    3ds Max opens the Bulge Editor.

    TipAccessing the Bulge Editor at the Bulge sub-object level provides the added benefit of letting you work in either the Bulge Editor or the Bulge rollout interchangeably.
  2. In a viewport, click to select a link.
  3. On the Bulge Editor toolbar, click (Insert Bulge Angle).

    Physique creates a new bulge angle. The number of the bulge angle name in the Current Bulge Angle field increments.

  4. Type a descriptive name in the Current Bulge Angle field.
    TipIt is a good idea to change the color of the newly created bulge angle. Do this by clicking Bulge Angle Color at the Bulge sub-object level, and selecting a color with the Color Selector.
  5. If no appropriate cross sections exist, then on the Bulge Editor toolbar, click (Insert CS Slice). Click the Profile view to create and position a cross section.

    The cross section is created at the location you clicked.

  6. In the viewports, rotate the joint to the desired angle.

    This is most easily done by creating a preview animation, as described in Using an Animation to Preview Limb Orientations: just move the time slider to a frame that has the angle you want. Otherwise, you will have to exit the Bulge sub-object level, select the appropriate limb, and rotate it. For example, to bulge the biceps on a biped, you might rotate the biped forearm to ninety degrees.

  7. “Bulge” the mesh by editing cross section control points using the Bulge Editor's Cross Section view.

    As you scale or move control points in the Cross Section view, the mesh "bulges" in the viewports.

  8. On the Bulge Editor toolbar, click (Set Bulge Angle).

    Physique saves the current angle of the joint.

    When the joint angle is reached, the mesh bulges. By default, Physique creates one bulge angle when it is first attached to the mesh. So to make an arm or leg that bulges when biped joints are rotated, you need to create and set only one additional bulge angle.

To change a bulge angle value:

  1. On the Bulge Editor, make sure the bulge angle you want to reset is displayed in the Current Bulge Angle field.
  2. In a viewport, change the angle between the active link and its child link.

    Rotate a biped limb or use the time slider to move to a frame that has the limb rotated correctly.

  3. On the Bulge Editor toolbar, click (Set Bulge Angle).

    The angle of the joint is set for the displayed bulge angle. When the biped limb rotates to this angle, the mesh bulge effect is at full strength.

To choose a specific bulge angle for editing:

  1. Expand the Current Bulge Angle drop-down list (click the downward pointing arrow at its right).

    The full list of bulge angle names appears.

  2. Click the name of the bulge angle you want to edit.

    The Bulge Editor’s Cross Section and Profile views update to show the cross sections associated with the newly selected bulge angle.

To delete a bulge angle:

  1. Expand the Current Bulge Angle drop-down list (click the downward pointing arrow at its right).

    The full list of bulge angle names appears.

  2. Click the name of the bulge angle you want to delete.
  3. On the Bulge Editor toolbar, click (Delete Bulge Angle).
    NoteYou can’t delete the default bulge angle: a link must always have at least one bulge angle defined.

To add a cross section:

  1. On the Bulge Editor, make sure that the bulge angle you want to edit is displayed in the Current Bulge Angle field.
  2. On the Bulge Editor toolbar, turn on (Insert CS Slice).
  3. In the Profile view, click the link at the point where you want the cross section to be added.

    The cross section is created at the location you clicked.

    TipYou can also add cross sections to the child link.

To delete a cross section:

  1. In the Profile view, click to select a cross section.

    The selected cross section turns red.

  2. On the Bulge Editor toolbar, click (Delete CS Slice).
    NoteYou cannot delete the default cross section at the joint between the link and its child.

To make a cross section the active cross section:

To select multiple cross sections:

You can change parameters for multiple cross sections by selecting them and then adjusting parameters in the Cross Sections panel.

  1. On the Bulge Editor toolbar, turn on (Select And Translate CS).
  2. In Profile view, click to select a cross section.
  3. Select additional cross sections by doing one of the following:
    • Use Ctrl+click to add cross sections to the selection.
    • Drag a rectangular region in the Profile view. All cross sections that the region surrounds or crosses are selected.
    TipUse Alt+click to remove a cross section from the selection.

To move cross sections along the link:

Moving a cross section repositions where on the mesh a bulge occurs.

  1. Select the cross sections to move.
  2. On the Bulge Editor toolbar, click (Select And Translate CS).
    TipIf you are moving a single cross section, you can skip step 1 and click the cross section after you click Select And Translate CS Slice.
  3. Drag left or right in the Profile view to move the cross section (or cross sections) left or right.
    NoteYou cannot move cross sections through each other.

To copy and paste cross sections:

  1. Select the cross section to copy.
  2. On the Bulge Editor toolbar, click (Copy Selected CS).
  3. Select a cross section to paste over.
  4. On the Bulge Editor toolbar, click (Paste Selected CS).

    The cross section you pasted now has the shape of the cross section you copied.

    NoteYou can copy a cross section and paste it to a similar cross section on another link. Create a bulge angle and an appropriate cross section on the target link before pasting. If necessary, use Mirror Selected CS after pasting.

To change the shape of a cross section:

  1. In the Profile view, click to select a cross section.
  2. In the Cross Section view, use the transform tools to move, scale, or rotate the cross section's control points.

    You can also add or delete cross section control points.

    You can also use freehand drawing to add control points.

To change the Profile view orientation:

  1. In the Cross Section view, move the cursor to the outer end of the orientation bar.

    The cursor changes to a shape like the Cross Section view.

  2. Drag to rotate the orientation bar.

    When you release the mouse, the Profile view updates to show the profile at the angle of the orientation bar.

Interface

Toolbar

Select, Scale, and Rotate Control Points

Lets you select, scale, and rotate control points of a cross section in the Cross Section view.

This is comparable to using the Move transform on geometry in viewports. Control points are simultaneously scaled and rotated around the link, which in effect "moves" them.

Select a cross section in the Profile view first. Then select and move control points in the Cross Section view to change the bulge.

Select and Rotate Control Points

Lets you select and rotate control points in and around the center of the link in Cross Section view.

This does not twist the mesh. If the cross section is not a circle, a bulge migrates around the mesh.

Select and Scale Control Points

Lets you select and scale control points about the link's center in the Cross Section view.

If all cross section control points are scaled, the mesh bulges uniformly.

Draw Control Points

Lets you add control points by drawing freehand in the Cross Section view. The shape of the bulge changes based on the shape you draw.

In the Cross Section view, you can draw the cross section interactively, placing control points at each resolution step. You can freeze existing control points by selecting them in the Cross Section view and holding down the Ctrl key as you draw.

NoteThe number of control points created depends on the cross section Resolution (see Cross Sections panel).
TipYou can also use this too In Profile view. When you draw in Profile view, you change the profile of the bulge while placing a control point on each cross section of the bulge angle. This is useful mainly when the bulge angle uses multiple cross sections. You can rotate the orientation bar to draw whichever profile you desire. (Imagine the Cross Section view being like drawing around the arm, and the Profile view like drawing along the length of the arm.)
Insert Control Points

Lets you insert control points by clicking the cross section in the Cross Section view. A single control point is created each time you click.

Adding control points and changing their position lets you sculpt the cross section and control exactly where a bulge occurs on the mesh.

Delete Control Points

Deletes control points. First select the control points in the Cross Section view, and then click this button.

Previous Link and Next Link

Move to the next or previous link in the hierarchy. The Cross Section and Profile views update to display the appropriate bulge geometry.

ImportantProfile view displays the parent link on the left and the child link on the right.
Mirror Selected CS

Mirror the cross section across the vertical plane running between the green profile reference points at the top and bottom of Cross Section view. In other words, clicking this button causes the bulge to appear on the opposite side of the link.

Select and Translate CS

Lets you select and move a cross section along its link. The bulge on the mesh migrates up and down the link as the cross section is moved.

Insert Cross Section Slice

Lets you insert a cross section by clicking Profile view in the location you want the cross section to appear. A new cross section is created where you clicked, on either the parent or the child link.

Extra cross sections give you more control of how and where the mesh bulges.

Delete Cross Section Slice

Deletes the currently selected cross section. First, select the cross section in Profile view.

Copy Selected CS

Copies the selected cross section.

You can copy a cross section from one link to another link. Create a new bulge angle with an appropriate cross section in the target link first, then copy the cross section parameters form the source cross section, select the target cross section, and click Paste Selected CS.

Paste Selected CS

Pastes copied cross section parameters onto another cross section.

First, select a cross section in Profile view, and click Copy. Then select another cross section in the Profile view, and click Paste.

Set Bulge Angle

Associates the effect of the current bulge angle with the skeleton's current joint angle.

First, set the joint to the orientation at which you want the bulge to appear, then click this button. During animation, whenever the joint rotates near this angle, the mesh will bulge.

Insert Bulge Angle

Adds a new bulge angle for the selected link.

The Current Bulge Angle field displays a bulge angle name with the number incremented. You can enter a descriptive name for any new bulge angle; for example, Arm at 90.

By default, one initial bulge angle is created when Physique creates links. Only one additional bulge angle will allow you to bulge the mesh. You can create more bulge angles for further control, if you like.

Delete Bulge Angle

Deletes the current bulge angle. The current bulge angle displays in the Current Bulge Angle field.

First select a bulge angle in the Current Bulge Angle dropdown, and then click Delete Bulge Angle.

Select Nearest Bulge Angle

When on, selects the bulge angle nearest to the current joint angle.

If a joint bends over time, you can use this button in conjunction with the time slider to select a bulge angle. If you play the animation, you can see the Current Bulge Angle field change to reflect the bulge angle nearest to the current angle of the selected link and its child (if two or more bulge angles for the limb exist).

Current Bulge Angle field and drop-down list

Displays the current bulge angle. You can choose a bulge angle from the drop-down list to edit the bulge or change its name. To change the name, simply enter a new one in the edit field.

TipWhen you create a bulge angle, give it a descriptive name.

When you create a new bulge angle by clicking Insert Bulge Angle, this field displays the default bulge angle name, which is the previous name with its sequence number incremented.

Cross Section view

Cross Section view displays an outline of the active cross section. In Profile view, the active cross section is shown in a bright red color. In Cross Section view, you can edit cross sections to bulge the mesh.

NoteIt is possible to select multiple cross sections in Profile view using either a rectangular selection region or Ctrl+click. This allows you to enter settings on the Cross Sections panel for all selected cross sections at once. Only one active cross section, however, can be viewed and edited in Cross Section view. (Selected but inactive cross sections are shown in a dark red color in the Cross Section and Profile views.)

These are the elements of the cross section display:

Gray square at center

Represents the link at the center of the cross section.

Control points

When unselected, are shown as small black crosses on the control spline. When selected, they are shown as black squares with a white center.

Resolution lines

Display as gray lines that surround the link radially. Control points snap to these lines as they are positioned.

You can increase or decrease the resolution by changing the Resolution setting. This control is on the Bulge rollout in Bulge Sub-Object. The Cross Section view, however, always displays 36 resolution lines.

Red line

The control spline for the active cross section.

The shape of the spline determines where mesh deformation occurs.

Green line

Represents actual mesh deformation. (Typically this is less exaggerated than the control spline.)

When you drag the time slider or play an animation, this updates according to the angle of the limb and the bulge angle parameters.

Orientation bar

The bright yellow radius indicates the orientation of the “slice” shown in profile view. Profile view always shows a vertical profile of Cross Section view, indicated by the green dots at the top and bottom of the view, just outside the circle that contains the resolution lines. By default, the orientation bar is level at 3 o'clock. You can change the Profile view orientation by dragging the end of the orientation bar (the cursor changes to a miniature cross section). This lets you view different angles of the bulge in Profile view.

Profile view

Use Profile view to select, move, and copy cross sections on the selected link and its child. Highlight a cross section in Profile view to display and edit it in Cross Section view.

Profile view is a schematic profile of two links. The currently selected link is on the left, and its child link is on the right. If the selected link is an end link, the outline of the right half of the Profile view turns gray.

Cross sections are shown as vertical bars across the profile. The active cross section is red. Unselected cross sections are white. Cross sections that are selected but not active are dark red.

You can use a rectangular selection region or Ctrl+click to select multiple cross sections. Although only one cross section at a time is active in Cross Section view, you can use the Cross Sections panel to change parameters for multiple cross sections.

Profile view shows a profile of the bulges you create. As in Cross Section view, the control spline is red and the deformation spline is green.

The profile is always a vertical profile of the Cross Section view. You can drag the orientation bar in Cross Section view to change the angle of the profile.

To insert a new cross section, turn on Create CS Slice and then click Profile view to set the cross section's location.

You can use the Draw tool in Profile view to change the control spline by freehand drawing. Drawing updates the cross section shapes.

Bulge Angles panel

At the right of the Bulge Editor are two panels for setting parameters. Use the Bulge Angles panel to change bulge settings for the currently active bulge angle.

NoteThese parameters are the same as those in the Bulge Angle Parameters group on the Bulge rollout at the Bulge sub-object level. Changing a value in one location changes it in the other.
Bulge Angles

Click to display the Bulge Angles panel.

Influence

The range of angles through which the bulge influences the skin. Range=0 to 180. Default=90 degrees.

For example, if you’ve set a bulge angle for the joint at 90 degrees, an Influence value of 40 means that the bulge effect begins to appear when the rotating joint reaches 50 degrees (90 minus 40) or 130 degrees (90 plus 40).

Power

Controls how smoothly or abruptly the bulge takes effect.

At 0, the bulge takes effect immediately, without interpolated easing. As values increase, the bulge eases in gradually. A value of 10 will bulge the mesh abruptly when the set angle is reached. Range=0 to 10. Default=2.5.

Weight

Increases the effect of the current bulge angle relative to the effect of any other bulges. Range=0.0 to 100.0. Default=1.0.

Cross Sections panel

At the right of the Bulge Editor are two panels for setting parameters. Use the Cross Sections panel to change the cross section settings for a particular link.

NoteThese parameters are the same as those in the Cross Section Parameters group on the Bulge rollout at the Bulge sub-object level. Changing a value in one location changes it in the other.
Cross Sections

Click to display the Cross Sections panel.

Sections

Sets the number of cross sections for the selected link.

TipRather than manually inserting cross sections in Profile view, use Sections to create cross sections. For a thigh or biceps bulge, you might need only one additional cross section in the middle of the link.

Above: Sections=1

Below: Sections=8

Divisions

Sets the number of control points on the selected cross sections. By default, control points are evenly distributed around the cross section control spline.

Above: Divisions=4

Below: Divisions=8

Resolution

Sets the number of radial divisions around the cross section. Control points snap to the nearest resolution line.

Entire Link

When on, selects all cross sections for all bulge angles in the selected link. Use this to globally change parameters for all cross sections on a link.

Entire Link also affects Copy Selected CS and Paste Selected CS. While Entire Link is on, Copy Selected CS copies all cross sections for all bulges, and Paste Selected CS pastes all cross sections for all bulges. Entire Link is useful for copying all the bulges from one arm or leg to another.

NoteWhen you turn on Entire Link, a number of toolbar controls, including the Current Bulge Angle name field, become unavailable. On the Bulge rollout at the Bulge sub-object level, the Current Bulge Angle changes to read “Entire Link.”