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998 Chapter 14: Character Studio
Initial Sk eletal Pose—
When on, puts the mesh into
its original pose; that is, the pose it was in when
Physique was first applied. Default=off.
Display Options—Click to display the
Bulge Angle
Display Properties dialog (page 2–978)
,whichlets
you customize the viewport display of bulges.
Tendons Sub-Object
Select an object that has the Physique modifier applied
to it. > Modify panel > Tendons sub-objec t level
While envelopes provide smooth skin
deformations, tendons provide additional
stretchinginmuchthesamewaythatactual
human tendons do. For example, you might
create pulling in the wrist (several joints away)
whenthefingersaremoved.Afteradjustingthe
envelope sub-objects (page 2–981)
for good mesh
deformation, you can use tendons to control the
amount of skin stretching across multiple links.
Wo rkflow E xample
To create a tendon from the spine to the upper
arm, go to the Tendon sub-object level. Select a
spine link. In the Inser t Settings group, click to
turn on Insert, and then click the selected link to
position the tendons. A tendon cross section is
added to the link. Turn off Insert.
IntheSelectionLevelgroup,turnonCross
Section. Using the R otate tool (on the Main
toolbar), rotate the cross section so its control
points are in useful locations. In the Tendon
Parameters group, use the Radius spinner to scale
the cross section radius so the control points fall
close to the surface of the skin.
IntheSelectionLevelgroup,turnonControl
Point. Select a control point on the spine tendons
cross section, click A ttach, and then click the arm
link. A tendon st retches from the spine to the arm.
Finally, adjust the values of Pull, Pinch, and Stretch
to refine the movement of the skin.
Tendons connecting upper chest to arms
Procedures
See
Creating Tendons (page 2–948)
Interfa ce
Cont rols for Tendon sub-objects are on the
Ten d o n s r o l lout.