Chapter 2. Posing the Biped

Before you can associate the biped with your character model, you must pose the biped to fit the mesh. This includes adding and removing parts as needed and changing the sizes of biped parts to fit the mesh. A superhero biped looks very different from a biped for an ogre or a dinosaur.

Once you have all the parts you need, you can begin moving, scaling, and rotating biped parts to fit the mesh. It’s a good idea to do all of this before you begin animating, because it will save you time in the long run. For example, if your character has short arms and large hands, it’s much easier to tell whether the animation is correct if the biped also has short arms and large hands. If you were to animate first and pose later, ...

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