8
Deformable Envelope 1021
Deformable Envelope
In
Physique (page 2–927)
,
envelopes (page
3–1027)
follow the Physique
deformation spline
(page 3–1021)
that runs through the joints in the
skeleton’s hierarchy. A deformable (as opposed to
rigid) envelope is one that moves the mesh vertices
it encloses as the skeleton moves.
Alinkcanhavebothadeformableandarigid
envelope. When it has both, the effect of the two is
averaged, creating a less flexible sk in.
In character animation, yo u typically use
deformable envelopes; however, some portions of
the body, such as the head, might lo ok best if they
are rigid.
Note: Because of game-engine restrictions, if you
are developing for certain engines, you might want
to use rigid envelopes exclusively.
Tip: If your model consists of articulated rig id
segments, such as a marionette, you might not
need to us e Physique at all. Simply link each part
to the corresponding biped object.
Defor ma tion
The effect caused by
Physique (page 2–927)
on a
mesh. Envelopes, bulges, link parameters, and
tendons all affect how a mesh deforms.
Defor ma tion Spline
The deformation spline is created when y ou
initialize
Physique (page 2–927)
.Itisacontinuous
curve through several points. The deformation
spline is a smooth curve that runs from joint to
joint.
The deformation spline displays as a yellow curve that runs
through the mesh.
The Bend, Bias, and Tension spinners can change
the shape of the deformation spline.
The deformation spline also takes into
consideration twisting and scaling of the skeleto n’s
links. At the
Link sub-object level (page 2–986)
,
you take control of the behavior of the deformation
spline, and subsequently gain full control of the
skin’s behavior relative to the skeleton’s movement.
Degree
Thedegreeofacurveisthehighestexponentin
the equation used to represent it. A linear equation
is degree 1, a quadratic equation degree 2. NURBS