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Di-O-Matic Icons:
Please see The Di-O-Matic Icons for more information
Geometry
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Radius (spinner):
Allows you to set the Radius of the muscle primitive. Increase or decrease the value to make the muscle wider or
slimmer.
Length (spinner):
Allows you to set the Length of the muscle primitive. Increase or decrease the value to make the muscle longer
or shorter.
NOTE: This option will be disabled if the current muscle has its origin and termination targets set. In this
case the distance between the two control objects determine the length.
Flatten (spinner):
Allows you to Flatten the muscle geometry. Increase or decrease the value to make the muscle more or less flat.
Sides (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
longitudinal segments to/from the muscle.
Segments (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
latitudinal segments to/from the muscle.
UVW Coords (check box):
When checked, this option applies UVW coordinates to the geometry. In this way you can quickly texture you
muscles.
Render Values (check box):
Allows you to change the resolution of the muscle geometry at render time: By increasing the sides and/or
segments, you are able produce high quality images while still maintaining fast feedback in the viewport.
Sides (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
longitudinal segments to/from the muscle geometry at render time.
Segments (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
latitudinal segments to/from the muscle geometry at render time.
Edit Profile Curve (button)
This option allows you to edit the muscle shape through an intuitive graph-like interface. Simply add or subtract
points on the curve to get the look you need. Curves can be straight lines or bezier curves, allowing you to easily
sculpt your muscle.
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Comments
Muscle Primitive: Deformation Rollout
The Hercules Muscle Primitive includes built-in deformation methods, such as Stretching, Jiggling and Bending.
Within the Deformation rollout you can access the various parameters that control these muscle properties.
Stretching Method:
Scale (radio button):
With the stretching method set to Scale the muscle will scale, in the direction of either the Origin or Termination
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Comments
Muscle Primitive parametric object. Sub-Objects.
CrossSection:
Allows you to modify the Cross Section of the muscle primitive. It can be moved,
rotated and scaled in any axis.
Offset Origin:
Allows you to Offset the muscle primitive's geometry from its Origin constraint
Offset Termination:
Allows you to Offset the muscle primitive's geometry from its Termination
constraint
Offset Bending:
Allows you to offset where the muscle bends.
Comments
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