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Using Physique with 3ds Max Obj ects 933
2.
Add a bone w here it is needed.
3. Linktherootnodeofthebonetothebiped.
4. OnthePhysiquerollout,clickReinitialize.
5. On the Physique Initialization dialog, click
Initial Skeleton Pose and then click Include
New Bones.
Vertex Link Assign ment turns on also.
6. Click Initialize.
7. Adjust envelopes in Sub-Object Envelope.
8. Turn off Fi g u re mode.
If you want the end of the bone to follow the
biped,selecttheboneanddeletetheboneend
effector in the M otion P anel
This bone is used to animate the character’s nose.
To add a bone af ter Physique is applied using Add
(Add B one):
1.
Tur n on Fi gure mode.
2. Add a bone w here it is needed.
3. Linktherootnodeofthebonetothebiped.
4. OnthePhysiqueBonesrollout,clickAdd.
5. In the viewports, click a bone.
Repeat until all bones are added.
6. Adjust envelopes.
7. Turn off Fi g u re mode.
Usi ng P hysi que with 3ds M ax
Objects
The skeleton to which you attach a skin using
Physique can b e a 3ds Max hierarchy, bones in a
hierarchy, bones not in a hierarchy, and splines.
Physique deforms the skin based on the relative
position of the
bone
or links in the hierarchy.
Specifically, it uses the length of each link and the
angle between two connected links; it can also use
the sca le of a link.
Theskeletonhierarchycanalsobea3dsMax
system object that defines a behavior as well as a
hierarchy. There are two k inds of objects that are
especially useful with Physique:
• Bones are a standard Systems object
provided with 3 ds Max. Bones can either be
hierarchically linked or
floating
.
• Splines can be used rather than a “bones”
hierarchy.
You create bones using the Systems object
categoryontheCreatepanel.
Bones are useful for facial animation, a face with
moving lips for example, or for non-bipedal
characters.
Usually y ou create the Physique skin before you
create the skeleton, because y ou must adapt the
skeleton’s dimensions to the dimensions o f the
skin, in order to optimize vertex assignment to the
links in the hierarchy.