Bulges
 
 
 

For some animations, simply attaching the skin and correcting its vertex assignments results in an animated skin you can use in final renderings. For other animations, you might need to give the skin more realistic movement: for example, muscles that bulge.

Physique lets you simulate an underlying musculature for the skin by adding tendons and bulges:

Because bulges are optional, you can approach Physique animation in a couple of ways:

See Also
  • Creating Bulges

    Bulges simulate bulging muscles. Physique creates bulges based on bulge angles and cross section shapes you specify, not on keyframe settings.

  • Setting Bulge Angles

    A bulge angle associates an angle value and a name. By default, each link has one bulge angle whose default name is the name of the link followed by "Bulge 0". The default bulge angle's initial angle value is the angle between the link and its child when you first attach Physique to the skeleton.

  • Fine-Tuning Bulges

    The Bulge Editor duplicates many of the controls available at the Bulge sub-object level. It gives you a focused, two-dimensional view of the current bulge settings.