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1100 Chapter 14: character studio
Detail rollout (page 2–1108) for a reference on the
stack update options.
Wa rning: If the current stack update option is Reassign
Globally, any modifier in the stack below Physique causes
Physique to reevaluate vertex assignments each time
the stack is chan ged. While this technique will improve
performance in one way, it will hur t performance if you
need repeatedly to make changes down in the stack.
Procedure
To opt imize skin objects:
1.
Select the skin.
If the skin consists of multiple objects, select all
of its component objects.
2. Apply an O ptimize mo d ifier to the sk in.
The Opt imize mo difier’s Parameters rollout
appears on the Modify panel.
3. IntheOptimizegroupoftheParameters
rollout, increase the value of Face Threshold.
As you increase Face Threshold, Optimize
reduces the number of faces in the mesh.
The optimized mesh displays more quickly and
speeds up your work w ith Physique. However,
it doesn’t show full detail, and sometimes an
optimized skin does not animate correctly , because
of the reduced number of vertices.
Tip: AlwaysturnoffOptimizebeforeyourender
the animated skin.
Scaling a Character
Using standard 3ds Max scale transform tools, you
can adjust a biped’s posture by scaling the size of
its links. You must be in Figure mode to scale the
biped links. If you try to scale a biped without
going into Figure mode, nothing happens.
Procedures
To scale a biped tha t has a mesh atta ched to it by
using Phy siq ue:
1.
Select the biped.
2. OntheMotionpanel,ontheBiped
rollout, turn on Figure mode.
3. On ths St ructure rollout, change the biped’s
height.
The biped and mesh scale together.
To reinitialize a scaled mesh:
Reinitia lizing a scaled mesh might be necessary if
youuseInitialSkeletonPoseinPhysique.Inthis
case, the mesh appears at its size before scaling . To
correct for this, perform the following steps:
1. On the Modify panel, either make Physique
inactive, or highlight the skin so the active level
is below the Physique modifier in the stack.
2. Scaleandmovethemeshuntilitmatchesthe
biped or bones.
3. Re-enable Physique, or highlight its name once
more in the stack display.
The mesh will get la rge because it is doubly
scaled.
4. Reinitialize with Initial Skeleton Pose t urned
on.
The mesh will shrink to the size you set during
scaling.
Facial Animation
As an alternative to morphing, Ph ysique can
be used effectively for detailed facial animation
when a character’s face is set up with extra links.
By setting up 3ds Max bones or other objects at
appropriate locations on the mesh head, you can
define a skeletal str ucture for moving the facial
features.