9

1150 Chapter 14: character studio
Wa rning: Te ndons that span several links can conflict
with joint intersection parameters. In these cases, go
to the Link sub-object level (page 2–1135),andturnoff
Active to deactivate the joint intersection parameters for
the joints that the tendon spans. (These controls are in
the Joint Intersections rollout (page 2–1140 ).)
Pull Bias, Pinch Bias, Stretch Bias
Set the
upper boundary falloff effect for these tendon
parameters. Values of 0.0 have no effect. Increasing
the value shifts the Pull, Pinch, or Stretch effect
toward the child. Default=0.5.
Lower Boundary Conditions group
Connect to Par ent LinkWhen on, allows tendons
to affect the parent link. This lets you connect
tendons across several links. Otherwise, there is
a boundary between the links where no tendon
effect occurs. Default=off.
Lower Bound Sets the lower boundary overlap.
LowerBoundaryvalueslessthan0.0affectthe
parent link. Default=0.0.
Wa rning: Te ndons that span several links can conflict
with joint intersection parameters. In these cases, go
to the Link sub-object level (page 2–1135),andturnoff
Active to deactivate the joint intersection parameters for
the joints that the tendon spans. (These controls are in
the Joint Intersections rollout (page 2–1140 ).)
Pull Bias, Pinch Bias, Stretch Bias
Set the
lower boundary falloff effect for these tendon
parameters. Values of 0.0 have no effect. Increasing
the value shifts the Pull, Pinch, or Stretch effect
toward the parent. Default=0.5.
Display group
Interactive Redraw—Turn on to defor m the me sh
in real time while you edit cross sections in the
viewports. Turn off to update the mesh only when
you release the mouse. Default=on.
Tip: Turn off Interactive Redraw when working on
a slow system, or with a dense mesh that t ake s a
long time to compute.
Initial Sk eletal Pose—When on, puts the mesh in to
its original pose; that is, the pose it was in when
Physique was fi rst applied. Default=off.
Display Options—Click to display the Tendon
Display Options dialog (page 2–1128),whichlets
you customize the v iew p or t display of tendons.
Vertex S ub-Obj ect ( Phy si qu e)
Select an object that has the Physique modifier applied
to it. > Modify panel > Vertex sub-objec t level
Most often, you will want to use envelopes to
correct the way skin behaves as the biped moves.
However, you can override envelopes by manually
assigning vertex properties. For example, you can
removetheinfluenceofinappropriatelinksfrom
selected vertices. You can also change the weight
distribution between link s for a single vertex by
using typ e-in weights.
Procedures
Tip: You don’t ha v e to work locally, one link at a
time. You can use region selection to select groups
of vertices or groups of links, working with areas
of the body and its skeleton all at once.