9

Applying and Initializing Physique 1083
Spline-B ased P hy sique Deformation
In addition to the biped and 3ds Max bones,
Physique suppor ts spline and NURBS curves for
mesh deformation. By animating vertices on a
spline, you can animate the mesh. You can use
this technique for facial animation or to deform
any mesh.
To control a mesh with a spline:
1.
Place a spline inside a mesh.
2. Select the mesh and add the Physique modifier.
3. InthePhysiqueFloatingBonesrollout,click
Add and select the spline in the view ports.
4. Select the spline, turn on Vertex Sub-Object,
and move the spline vertices to animate the
mesh.
See also
Using Physique with a Biped (page 2–1079)
Apply ing and Init iali zing Physi que
After you hav e created a skin and a skeleton,
andfittedtheskeletontotheskin,youapplythe
Physiquemodifiertotheskin.Theprocessentails
these steps:
Selecting the mesh
Turning on Figure mode (if a biped is used)
Adding the Physique modifier to the stack
Attaching the Physique skin to the skeleton
Initializing Physique
Procedure
To attach a mesh to a bones hierarchy using
Physique:
1.
Select or create a bones hierarchy.
2. Position the bones hierarchy inside the
mesh.
Tip: When you use a bones hierarchy with
Physique, use frame 0 as your "figure mo de."
Don’t include frame 0 in your animation. Use it
astheplacewhereyoupositionthebonesand
fit them to the mesh.
3. Select the mesh.
4. Go to the Modify panel. Use the
Modifier List to apply Physique to the mesh.
5. ClicktoturnonAttachToNode. Ina
viewport, select the root bone in the bones
hierarchy.
The Physique Initialization dialog (page 2–1111)
is displayed.
6. Click Initialize, accepting the default settings.
When you use Attach To No de to attach a
Physique skin to a hierarchy, the Physique
Initialization dialog appears.
Note: This dialog also appears w hen you want to
reset Physique settings by clicking Reinitialize
inthePhysiquerollout.