9

Physique Rollout 1107
Don’t include frame 0 in your animation. Use it
as the a place where you position the bones and
fit them to the mesh.
3. Select the mesh.
4. Go to the Modify p anel. Use the
Modifier List to apply Physique to the mesh.
5. Click to tur n on Attach To Node. In a
viewport, select the root bone in the b ones
hierarchy.
The Physique Initialization dialog displays.
6. Click Initialize, accepting the default set tings.
7. Experiment with animating the bones, and
adjust envelopes around problem areas. Use
the Envelope sub-object level to edit the newly
created envelopes.
To add a bone after you’ve already used Attach To
Node:
1.
Link the bone to the biped.then click
Reinitialize.
2. Select the mesh, then go to the
Modif y panel. On the Physique rollout, click
Reinitialize.
The Physique Initialization dia log is displayed.
3. On the dialog, in the Initialize group at the
upperleft,clicktoturnonInitialSkeleton
Pose.ThetoggleIncludeNewBonebecomes
available. Click to turn on Include New Bone,
and then click Initialize.
To save Physique data:
1. With Physique active on the Modify panel,
clickSavePhysiqueFileonthePhysiquerollout.
Afilesavedialogisdisplayed.
2. Enter a name for the new Physique file, and
then click OK.
To load Physique data:
1.
With Physique active on the Modify
panel, click Open Physique File on the Physique
rollout.
A file open dialog is displayed.
2. Choo se the Physique (PHY) file to open, and
then click OK.
A Physique Load Specification dialog is
displayed.
3. Usethedialogtochoosethekindofdatato
load, and then use the lists to match links in the
PHY file with links in the scene.
Impor tant: The number o f links selected from the
file (left column) must match the number of links in
theactivePhysiquemodifier(rightcolumn).
4.
Click OK.
Physiqueupdatesthelinksyouchosewiththe
data that was saved.
Interfa ce
Attach to Node—Attaches the mesh objects to
the biped or to a b ones hierarchy.
Impor tant: Put the biped in Figure mode and fit it to
the mesh character before you click Attach To Node.
Turn on Attach To Node, then in a viewport, click
the biped’s pelv is or the root node of a bones
hierarchy.
Note: If you click a biped’s center of mass instead
of its vertex, Physique corrects this by attaching to
the p elvis instead.