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1076 Chapter 14: character studio
Show R ecognized Ma r k er s —
When on, displays the
markers that character studio recognizes.
•
On Sel ect ed Ob j e cts —Displays the markers on
selected objects only.
•
On A ll Ob jects—Displays the markers on all
objects.
Show Prop Mark ers—Enables the display of
markers on prop bones (page 2–1065).
Show Unrecognized Ma rk ers—Displays the markers
that character studio does not recognize.
Physique
Use the Physique modifier to attach a skin to
a skeleton structure such as a biped. The skin
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,Physiquedeformstheskintomatchthe
skeleton’s movement.
Animating the underlying skeleton enables you to
animate a single contiguous model of a character
that bends, creases, and bulges about an arbitrary
number of joints within the attached skeleton.
With Physique, you can define how the skin
behaves when it deforms. For ex ample:
• You can make portions of the skin solid,
excludingthemfromPhysique’sdeformation,
though solid portions still mov e along with the
root node of the sk eleton they are attached to.
Thesesolidportionsaresaidtoberootvertices.
• You can make portions of the skin deformable.
They move with the deformation spline, the
smooth curve ru nning through the links of t he
skeleton they are attached to.
• You can make portions of the skin rigid,
directly moving along with the sk eleton they’re
attached to.
• You can add bulges to simulate bulging muscles.
Bulges are controlled by editable cross sections
of the skin, and by bulge ang les that you set.
• You can add tendons to distribute the effect of
one bone’s motion to areas of the skin other
than those around the bone itself.
• YoucansavePhysiquedatatoaPhysique(.phy)
file, preserving data common to al l objects
sharing a given Physique modifier. Later, you
can reload the data file, either to restore the
data that belongs to a particular skin or portion
of skin.
Physique works with bipeds created and animated
using the Biped plug-in, and with 3ds Max
hierarchies, including the Bones systems. Physique
also works with bones that are not in a hierarchy
and splines.
See also
Posing the Biped (page 2–847)
Usi ng P hys ique
Cre atin g a Skin
A mesh deformed by a skeletal structure is called a
skin.Incharacter studio,Physiqueisamodifier
youapplytoaskintomakeitdeformablebythe
biped, or by another sk eletal structure. The images
belowshowmeshesfordifferentskeletons.