9

1090 Chapter 14: character studio
perhaps movement in the ring finger is causing
unwanted movement in some vertices for the
middle finger. You’d use Vertex sub-object controls
to remove ring-finger vertices from the middle
finger links, in effect reassigning them solely to the
ring-finger links.
When you choose Vertex as the sub- object to edit
in the Physique modifier, the Physique Selection
Status and Vertex-Link Assignment (page 2–1150)
rollouts appear.
Envelope Display Options
Interactive R edraw
BydefaultInteractiveRedraw,anoptionin
Envelope and Bulge sub-object levels, is turned off.
After changing an envelope the mesh is refreshed
on mouse up. Turn this option on for in teractive
viewing of how envelopes and bulges are affecting
ver t ices. As you adjust the envelopes, the ver t ices
move to show the effects of the resized envelopes
Changing Display Options
You can change the display settings for envelopes
and their component par ts. Click the associated
colorsampletoopentheColorSelectorand
change color setting for:
Inner and outer bounds on both deformable
and rig id envelope types.
Differently weighted vert ices, as they fall within
the inner bound, or between it and the outer
bound.
Selected cross sections and control points.
Turnonorofftheassociatedcheckboxto
determine whether any of the above envelope
components are displayed.
Number of sides for inner and outer bounds.
The default is 4.
Choose Initial Skeletal Pose (page 2–1099) if you
want to work in the position of the mesh and
itsskeletonatthetimePhysiquewasapplied.
Returning to this pose can be useful if the display
becomes confused with the effects of u nassigned
vertices when the character moves through an
animation.
See also
Fine-Tuning Envelopes (page 2–1088)
Worki ng w ith D e formable
Envelopes
Once you’ve got the deformable envelopes
working the way you want to control overall skin
deformation, you may want to adjust the finer
aspects of skin control:
Skin bending, twisting, sliding, and scaling
aboutsinglelinksarecontrolledattheLink
sub-object level. See Adjusting Link Par ameters
(page 2–1091).
Link sub-object primarily controls the
deformation spline (page 3–927).YouuseLink
sub-object options to affect the shape of the
spline and the smoothness of the skin. See
Adjusting Link Parameters (page 2–1091).
Crease behavior where links meet and bend
is cont rolled at the Lin k sub-object level with
Joint Intersection (page 2–1140) parameters.
Musclebulgesasyourcharacterslimbsmove
through a range of motion are controlled at
the Bulge sub-object level. See Cr eating Bulges
(page 2–1094).
Skin stretching, generally between
non-contiguous links, is controlled at the
Tendon sub-object level. Tendons provide a
secondary movement (a pulling or stretching)
basedonlinksfartherupordowntheskeleton.
See Creating Tendons (page 2–1096).