8

Marker Display Dialog 927
Mar k er Display Dialog
Create or select a biped. > Motion panel > Motion
Capture rollout > Show M arkers button
The Marker Display dialog lets you specify how
markers from .
csm
files are displayed in the
view por ts. For fur ther information on markers
and
.csm
files, see
Character Studio Marker Files
(page 3–1014)
.
Inter face
Show R ecognized M ar ker s—When on, displays the
markers that character studio recognizes.
On Sel ect ed Obje ct s Displays the markers on
selected objects only.
On A l l Objects Displays the markers on all
objects.
Show Prop Mark ers—Enables the display of
markers on
prop bones (page 2–916)
.
Show Unrecognized Mark ers—Displays the markers
that character studio does not recognize.
Physique
Usi ng P hy si que
Wor k ing with Physique
UsethePhysiquemodifiertoattachaskinto
askeletonstructuresuchasabiped. Theskin
is a 3ds Max object: it can be any deformable,
vertex-based object such as a mesh, a patch, or a
shape. When you animate the skeleton with skin
attached, Physique deforms the skin to match the
skeleton’s movement.
Animating the underly ing skeleton enables you to
animate a single contiguous model of a character
that bends, creases, and bulges about an arbitrary
number of joints w ithin the attached skeleton.
With Physique, you can define how the skin
behaves when it deforms. For example:
You can make portions of the skin solid,
excludingthemfromPhysiquesdeformation,
though solid portions still move along with the
root node of the skeleton they are attached to .
Thesesolidportionsaresaidtoberootvertices.
You can make portions of the skin deformable.
They move with the deformation spline, the
smooth curve running through the links of the
skeleton they are attached to.