8

952 Chapter 14: Character Studio
Pr ocedur es
To scale a biped that has a mesh a ttached to it by
using Phy siqu e:
1.
Select the biped.
2. OntheMotionpanel,ontheBiped
rollout, turn on Figure mode.
3. On ths Structure rollout, change the biped’s
height.
The biped and mesh scale together.
To reinitialize a scaled mesh:
Reinitializing a sca led mesh might be necessary if
youuseInitialSkeletonPoseinPhysique.Inthis
case, the mesh appears at its s ize before scaling. To
correct for this, perform the following steps:
1. On the Mo d ify panel, either make Physique
inactive, or highlight the skin so the active level
is below the Physique modifier in the stack.
2. Scaleandmovethemeshuntilitmatchesthe
biped or bones.
3. Re-enable Physique, or highlight its name once
more in the stack display.
The mesh will get large because it is doubly
scaled.
4. Reinitialize with Initial Skeleton Pose turned
on.
The mesh will shr ink to the size you set duri ng
scaling.
Facial Animation
As an alternative to morphing, Physique can
be used effectively for detailed facial animation
when a character’s face is set up with extra link s.
By setting up 3ds Max bones or other objects at
appropriate locations on the mesh head, you can
define a s keletal structure for moving the facial
features.
Boxes form the facial skeletal struc ture.
You can also use splines linked to the biped head
to deform the mesh. You can add a spline to a
character that already has Physique applied by
usingAddinthePhysiqueBonesrolloutand
clicking the spline in a viewport.
Splines u sed for detailed facial animation.