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1102 Chapter 14: character studio
Facial bone linkage
Ifyouuseobjectsotherthan3dsMaxbones,you
must create dummy objects at the end of each
object used as a bone, and link each one to its
corresponding bone before applying Physique.
This is necessar y because Physique extends links
to the end of the second-to-last object in the
hierarchy, not the last. In other words, if you don’t
create and link the dummy objects to the bones,
Physique will not extend links to the ends of the
bones.
Dummy objects at ends of bones
M esh objects that are to be animat ed along with
the face, such as the eyes and hair, should not be
linkedtothebonestructureuntilafterPhysiqueis
applied. If you link them beforehand, Physique
w i ll treat them like bones. You can link these
objects to the main head bone after you apply
Physique.
Separate or Connected Head
There a two ways a setup like this could b e used
with a char acter body: The head could be attached
to the body mesh, or it could be separate.
If possible, use a head that is separate from the
body mesh. For human characters, this often
works fine; most character animation doesn’t
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