9
Working with an Initial Pose 1099
Worki ng wit h an In itial P ose
At times, you’ll need to alter the fit of the hierarchy
inthePhysiquemesh,orchangeitsstructure.To
do s o, you change the default, initial pose, which
Physique uses as a reference for various operations,
including reinitializing.
• For a biped, you change the structure in Figure
mode, then reinitialize the Initial Skeleton Pose.
• For a Bones system with the HD IK solver, there
is a Show Initial State check box in the Motion
panel, on the IK Controller Parameters rollout.
• For any other hierarchy, use f r ame 0 for the
initial pose. Be sure your animation does not
affect the position of the skeleton in frame 0.
Procedure
To load a file created with different sy stem units:
Note:
IftheSystemUnitScalehasavaluethatis
differentfromthatofthefileyouareloading,
3ds Max prompts you to rescale t he scene. If you
do so, any objects that ha ve a Physique modifier
exhibit a double scaling. Do the following:
1. Select the object.
2. Reinitialize with both Initial Skeletal Pose and
Vertex Settings (the last check box) turned on.
See also
Figure Mode (page 2–982)
Improving Interactive
Perfor mance
Physique is multithreaded and optimized for
modifier stack changes below the Physique
modifier.
LevelofDetailControls
The controls in the PhysiqueLevelofDetailrollout
(page 2–1108) help you optimize performance
while working with Physique, by letting you
specify which skin deformations are refreshed
automatically in viewports. The more complex the
skin object, the more effective these controls can
be at speeding up your work.
Note: The 3ds Max renderer also heeds Level of
Detail sett ings. D on’t forget to reset these controls
before the final render .
Tur ning B lending On a nd Of f
When Physique is first initialized, the Blending
BetweenLinksparameterinthePhysique
Initialization dialog (page 2–1111) is set to NLinks
(page 3–978). This means that every envelope must
be considered when determining the influence on
any vertex (page 2–1123).Youcanreinitializewith
NoBlending(oronly2,3,or4links)toreducethis
calculation permanently, although at the cost of
losing some or all blending at the joints.
Note: SettingtoNoBlendingisadvisedonly
for those developing characters to be used by
real-time game engines.
You can also set No Blending at the Vertex
sub-object level. You can temporarily disable Lin k
Blending on the Physique Level of Detail rollout,
on the Modify panel.
Using t he Optimize Modif ier with
Physique
The standard 3ds Max Opt imize m odifier allows
you to reduce the level of mesh detail in order to
increase display per formance and speed up screen
refreshes. Optimize can b e helpful with Physique
when you work with complicated skin objects such
as detailed biped figures.
Therearestackupdateoptionsthatdetermine
how the stack is updated. See the Physique Level of