8
Previewing Motion 935
• Attaching the Physique skin to the skeleton
•InitializingPhysique
Procedure
To attach a mesh to a bones hierarchy using
Physique:
1.
Select or create a bones hierarch y.
2. Position the bones hierarchy inside the
mesh.
Tip: When you use a bones hierarchy w ith
Physique, use frame 0 as your "figure mode."
Don’t include f r ame 0 in your animation. Use it
astheplacewhereyoupositionthebonesand
fit them to the mesh.
3. Select the mesh.
4. Go to the Modif y panel. Use the
Modifier List to apply Physique to the mesh.
5. Click to turn on Attach To Node. In a
viewport, select the root bone in the bones
hierarchy.
The
Phys ique Initialization dialog (p age 2–963)
is displayed.
6. Click Initialize, accepting the default settings.
When you use Attach To No de to attach a
Physique skin to a hierarchy, the Physique
Initialization dialog appears.
Note: This dialog also appears w hen you want to
reset Physique settings by clicking Reinitialize
inthePhysiquerollout.
Physique initialization settings affect how
envelopes are created and blending is handled.
The Link Settings, Joint Intersections, and
CrossSectionsrolloutsareusedlatertochange
default settings g lobal ly. For this reason, the
Vertex-Link rollout is open when the dialog
appears. This is where you determine the
following default settings:
• Whether envelopes should be used to
manage the vertex-to-link assignments
• Whether Physique uses deformable or rigid
envelopes to manage the vertex-to-link
assignments
• Number of links considered for blending
See also
Physique Rollout (page 2–958)
Pr eviewi ng M otion
After you have attached the skin to the skeleton,
Physique deforms the skin when the skeleton is
animated. From this point on, you can preview
animation to see how the Physique skin deforms
and w hether you can use it in a finished animation
or need to correct and refine it further.
Very likely, you’ll need to adjust some of the default
envelope sett ings to ensure a l l vertices are being
properly hand led. It’s by moving the skinned
character in the viewports that you’ll see vertex
assignment problems.
A stray vertex on the right elbow not encompassed by a n
envelope.
See the
Envelope Sub-Object (page 2–981)
topic
for procedures and interface.