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1082 Chapter 14: character studio
To add a bone after Physique is applied using Add
(Add B one):
1.
Turn on Fig ure mo de.
2. Add a bone w here it is needed.
3. Linktherootnodeofthebonetothebiped.
4. OnthePhysiqueBonesrollout,clickAdd.
5. In the viewports, click a bone.
Repeat until all bones are added.
6. Adjust envelopes.
7. Turn off Fi g ure m ode .
Using Physique with 3ds M ax
Obj ects
The skeleton to which you attach a skin using
Physique can be a 3ds Max hierarchy, bones in a
hierarchy, bones not in a hierarchy, and splines.
Physique deforms the sk in based on the relative
position of the bone or links in the hierarchy.
Specifically, it uses the length of each link and the
angle b etween two connected links; it c an also use
the sca le of a link.
Theskeletonhierarchycanalsobea3dsMax
system object that defines a behavior as well as a
hierarchy. There are two kinds of objects that are
especially useful with Physique:
Bones are a standard Systems object
provided with 3ds Max. Bones can either be
hierarchically linked or floating.
Splines can be used rather than a “bones
hierarchy.
You create bones using the Systems object
categoryontheCreatepanel.
Bones are useful for facial animat ion, a face with
moving lips for example, or for non-bipedal
characters.
Usually you create the Physique skin before you
create the sk eleton, because you must adapt the
skeleton’s dimensions to the dimensions of the
skin, in order to optimize vertex assig nment to the
links in the hierarchy.
This Physique hierarchy is created with dummy objects linked
to each oth e r.
Fl oa t i ng Bon es
Floating bones are bones that are not linked
together and know nothing about each other.
By adding floating bones to Physique, you can
deform the mesh by animating the bones. T his is
in cont rast to using Attach To Node and clicking
the root of a hierarchy, like the biped pelv is. For
Att ach To Node to work all the bones should be
linked together.