Provides controls for adjusting people in the simulation.
This is useful for dealing with people that are too similar to each other, or stand out in other ways, before rendering.
You can use this function in combination with Regenerate Selected: Choose a new range of variation in the dialog, then in the dialog, click Regenerate. You can then close the dialog, and click Regenerate directly from the ribbon.
Swapping appearance does not affect the characters' animation: Their motion remains the same.
If High Resolution Skin is not installed, clicking this button launches a Web browser to download this feature in the form of an executable file. After downloading the file, simply open it to begin the installation. After installing it, you can start using the high-resolution characters immediately.
This command replaces each selected character with an editable mesh object for the character skin plus an animated skeleton: a hierarchical bones rig. The mesh has a Skin modifier applied, and the bones are applied to this modifier. After baking, the character still moves as simulated, but is no longer a part of the Populate system and is not subject to Populate commands.
To uniformly scale the idle area, you can prevent character distortion by doing this: Go to the Hierarchy panel Link Info tab Locks rollout Scale group, then turn off the Z lock checkbox.
Using non-uniform scale on the idle area will always distort the characters. In this case, you need to unlink the baked people: Select the baked characters, and then on the main toolbar click (Unlink Selection).