9

Using Physique with 3ds Max Bones 1081
Therearemanywaystouseboneswiththebiped.
You could automatically animate the bending of
a hose tha t is attached to a character’s shoulder
and mouth w hen the biped head rotates, for
example. Bones attached to the biped create li nks
and en velopes when Physique is applied; these
extra Physique links offer localized skin control if
necessary.
Pr ocedur es
To mak e compressible bones (bones with end
effector s):
1.
Create a bones system w ith end effectors.
2. Link the root of the bone to the appropriate
biped object.
3. On the Motion Panel specify an End Effector
Parent.
4. Specify another part of the biped.
5. On the Motion Panel set t he Position Threshold
to 0.
6. On the Hierarchy panel > IK > Sliding Joints
rollout, turn on all the sliding parameters.
7. Animate the character.
The bones expand and compress with the
motion of the character.
To add a bone af ter Physique is applied using
Reinitialize:
1.
Turn on Fi gure mo de.
2. Add a bone where it is needed.
3. Link the root node of the bone to the biped.
4. OnthePhysiquerollout,clickReinitialize.
5. OnthePhysiqueInitializationdialog,click
Initial Skeleton Pose and then click Include
New Bones.
Vertex Link Assignment turns on also.
6. Click Initialize.
7. Adjust envelopes in Sub-Object Envelope.
8. Tu r n off Fig ure mode.
If you want the end of t he b one to follow the
biped,selecttheboneanddeletetheboneend
effector in the Motion Panel
This bone is used to animate the character’s nose.