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1004 Chapter 14: Character Studio
Vertex Type group
There are three vertex types, differentiated by
color:
RedDeformable vert ices that follow
Physique’s deformation spline.
Green—Rig id vertices that do not deform
but just follow the lin k they are assigned to.
BlueVertices attached to the root no de.
Physique uses this color when it isn’t sure which
link to assign the vertices to. These vertices
don t deform but follow the center of mass
object. You should reassign blue vertices to be
either rigid or deformable.
Whileabuttonoftheappropriatecoloristurned
on, you can select vertices of that color. Turn off a
button to avoid selecting vertices of that color. You
cantturnoffallthreebuttonsatonce.
Blending Bet ween Links drop-down list
This list provides several options:
NLinksVertices within all overlapping
envelopes are influenced.
Whilethisoptionisactive,verticescanbe
assigned
only
to the envelopes they fall w ithin.
Envelopes are used by Physique in this case to
define the blended weight of each vertex.
No B lend ing—Ver t i c e s a re i n f l u e n c e d by o n l y
one link, as in character studio 1.
This is useful as a general default if you are
developing characters for a game engine
that doesn’t support blending. At the Vertex
sub-objectlevelitisusefultooverrideblending
weights defined by envelopes, and assign
vertices to links as either Rigid o r Deformable.
For example, after selecting vertices of the skull
and face, turn on No Blending, turn on Rigid
ver t ices, turn on Assign To Link, and then
click the head link. This will override the head
envelope ver tex assignments and assign these
vertices as rig id to the head l ink. Use Lock
Assignments to lo ck any changes (see below).
2, 3, 4 L inks—Vertices are influenced only by the
specified number of closest links. This is useful
when developing characters for a game engine
with limited blending.