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Bipeds don't have to appear human. You can change their elements and form to create other kinds of characters. Although you can change some initial aspects of the biped's structure in the Create panel, you use Figure mode to change all aspects of the biped's structure after its creation.
Bipeds don't have to be human
Or even walk on two legs
Any number of bipeds can be in Figure mode at the same time, though you can work only on one biped at a time. When you select a biped, the Figure mode button shows whether or not the biped is in Figure mode.
In Figure mode you can:
Specify the number of links in each part of the biped.
Define the position of the base of the fingers, toes, clavicles, spine, tail, and ponytails relative to the body.
Define the position of the feet relative to the ankles.
Define the default pose of the biped before animation is applied to it, for example define a hunchback.
Scale the biped and its various parts.
Simultaneously scale and position biped parts using Rubber Band mode. See Rubber-Banding Arms and Legs.
Create natural links for Physique using Triangle Pelvis.
For more information on adjusting the biped's proportions see Posing a Biped.
Procedure
To work in Figure mode
Select the biped you want to pose, and then go to the Motion panel.
The Motion panel doesn't show Biped controls unless the biped is selected.
On the General rollout, click Figure mode.
The button turns blue to indicate a special edit mode.
The biped's pose and location change to the one last specified when the biped was in Figure mode. If the biped was just created and, therefore, never was in Figure mode before, then it changes to the pose and location it had when you created it. When you turn off Figure mode, the biped returns to its animated pose and location in the scene.
Note: Biped disables all keyframe editing tools when Figure mode is active. Adjustments made in Figure mode are not animatable.
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