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1110 Chapter 14: character studio
remapping and reassigning. For this reason,
turning on Add Change or mak ing nonanimated
stack changes should always be done at the initial
position (Figure mode or frame 0).
Add Change—Adds in changes from the stack
and then applies Physique deformation. No
vertex remapping or reassigning is performed.
Default=on.
This option will generally give you the deformation
you want. There is no per formance penalty (from
Physique) when this option is used.
Remap Locally—For deformable vertices, this resets
the vertex position on the Physique deformation
spline used for b ending, as well as the link position
used to interpolate twist. For rigid vertices, this
option resets the link position used to interpolate
tw ist. Default=off.
When vertices are sliding along the length of
the spline and you want t hem to bend and twist
based on t he spline position, but don’t want vertex
weights to change, turn this option on.
Reassign Globally—Re-weights, and resets the
position on the spline used for bending for moved
vertices globally. The vertex link assignment,
weighting, and spline position are reset for all
moving points on every frame. (This is equivalent
to Physique 2.2.) This option is like reinitial izing
on every fr ame. Default=off.
When vertices are moving to different envelopes
and you want them reassigned to the new
envelopes, use this option.
Hide Atta ched Nodes—Toggles the display of the
underlying skeletal system. This allows you to hide
and unhide the biped, for example.
Float ing B ones R ol lout
Select an object that has the Physique modifier applied
to it. > Mo dify panel > Floating Bones rollout
“Floating” b ones provide a way to use Physique
w ithout using a biped character. The Floating
Bones rollout specifies the splines, bones hierarchy,
or unattached bones you are using to deform a
mesh. For example, Physique lets you anim ate
a mesh by animating spline vertices or a bones
system. When you attach the spline or parent bone
to Physique, it creates envelopes for the selected
spline or bones.
Procedure
To hav e a spline inf luence a mesh:
1.
Create a spline and place it within a mesh that
has Physique applied.
2. Selectthemesh,andgotothe
Modify panel.
3. On the Floating Bones rollout, click Add.
A Select Bones dialog is displayed.
4. Use the Select Bones d ialog to select the spline.
5. Animate the spline vertices to animate the
mesh.
Tip: If you want to control the mesh by anima ting
bones,followthepreviousstepsusingbones
instead of a spline.