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1106 Chapter 14: character studio
fewer assignments provide smoother surface
deformation with the FFD, control points and
their link assignments must be thoughtfully
placed.
Physique User Inter face
Physique User Interface
Selec t a me s h. > Modify panel > Mod ifie r List > Physique.
SelectameshthathasthePhysiquemodifierappliedtoit.
>Modifypanel>FloatingBones,Physique,andPhysique
LevelofDetailrollouts
Physique is a modifier. Controls for Physique
appear on the Modify panel. The Physique and
Floating Bones rollouts are for attaching the
mesh to the biped, splines, or bones. Controls
inthePhysiqueLevelOfDetailrolloutarefor
troubleshooti ng envelopes, bulges, and tendons.
The sub-object controls are for fine-tuning
envelopes, creating and adjusting tendons and
bulges, and for vertex editing.
See also
Physique (page 3–994)
Physique (page 2–1076)
Physique Rollout
Select an objec t that has the Physique modifier applied
to it. > Modify panel > Physique rollout
YouusethebuttonsonthePhysiquerollouttolink
a mesh to a biped, a bones hierarchy, or a spline; to
reinitialize the Physique parameters on a mesh; to
open the Bulge Editor (page 2–1114);andtoload
or save Physique (PHY) files.
Procedures
To at tach a mesh to a biped usi ng P hysiq ue:
1.
Select or create a biped.
2. GototheMotionpanel.OntheBiped
rollout,clicktoturnonFiguremode.
3. Position the biped inside your character
mesh.
4. Select the mesh.
Impor tant: If the mesh is made of multiple objects,
select all of them.
5.
Go to the Modify panel. Use the
Modifier List to apply Physique to the mesh.
6. On the Physique rollout, click to turn
on Attach To Node. In a viewport, select the
biped’s pelvis object.
The Physique Initialization dialog (page 2–1111)
is displayed.
7. Click Initialize, accepting the default settings.
By default, the Object B ounding B ox option
is selec ted: Physique sizes envelopes to
approxima te the biped limbs.
8. Experiment with animating the biped, and
adjust envelopes around problem areas. Use
the E nvelope sub-object level to edit the newly
created envelopes.
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."