8
Physique User Interface 957
TouseanFFDtocomplementtheeffectsofPhysique
on a portion of a char acter mes h:
Tip:
You can use this procedure to animate clothes
or amorphous shapes.
1. Place an FFD (Box) space warp around the
mesh to deform. The box should be large
enough to encompass the mesh. The number
of control points you use for the FFD can be
fine-tuned later by going back down in the
stack to the FFD to adjust the number of control
points.
2. SelecttheFFDandthemeshandapplya
Physique modifier to both.
3. Click Attach To Node and in a viewport,
click the biped pelvis.
4. Selectthemeshonly,andaddaMeshSelect
modifier to the mesh
above
Physique in the
modifier stack.
Note: If you are using a NURBS model, use the
NSurf Sel modifier (rather than Mesh Select) to
select sub-object control vertices that lay inside
the FFD lattice.
5. Go to the Vertex sub-object level (or Control
Vertex), and select the set of vertices (or CVs)
thatlieinsidetheFFDspacewarpyouareusing.
6. While in Ver tex sub-object level, bind the mesh
to the FFD space warp. Now only the selected
vertices or CVs will be affected by the FFD.
7. With the mesh selected, highlight the Physique
level in the stack, and assign all vert ices or CVs
affected by the space warp as blue (rigid). These
should be the same vertices or CVs selected in
step 5, above.
8. Assign the rest of the vert ices or CVs that fal l
outside the FFD as deformable, in the same
way you normally
assign vertices to links (page
2–1001)
with Physique.
9. Select the FFD space warp . If necessary, adjust
the vertex assignments of the control points so
they are assig ned to the proper links.
You do this in the same way as you do when
using Physique with a mesh, except there are
fewer assignments to deal with. Although
fewer assignments provide smoother surface
deformation with the FFD, control points and
their link assignments must be thoughtfully
placed.
Physique User Inter face
Physique User Interface
Select a mesh. > Modify panel > Modifier List > Physique.
Selec t a mesh that has the Physique modifier applied to it.
>Modifypanel>FloatingBones,Physique,andPhysique
LevelofDetailrollouts
Physique is a modifier. Controls for Physique
appear on the Modif y panel. The Physique and
Floating Bones rollouts are for attaching the
mesh to the biped, splines, or bones. Controls
inthePhysiqueLevelOfDetailrolloutarefor
troubleshooting envelopes, bulges, and tendons.
The sub-object cont rols are for fine-tuning
envelopes, creating and adjusting tendons and
bulges, and for vertex editing.
See also
Physique (page 3–1088)
Working with Physique (page 2–927)