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■ You can add bulges to simulate bulging muscles. Bulges are controlled by
editable cross sections of the skin, and by bulge angles that you set.
■ You can add tendons to distribute the effect of one bone's motion to areas
of the skin other than those around the bone itself.
■ You can save Physique data to a Physique (.phy) file, preserving data
common to all objects sharing a given Physique modifier. Later, you can
reload the data file, either to restore the data that belongs to a particular
skin or portion of skin.
Physique works with bipeds created and animated using the Biped plug-in,
and with 3ds Max hierarchies, including the Bones systems. Physique also
works with bones that are not in a hierarchy and splines.
See also:
■
Posing the Biped on page 4157
Using Physique
Creating a Skin
A mesh deformed by a skeletal structure is called a skin. In character studio,
Physique is a modifier you apply to a skin to make it deformable by the biped,
or by another skeletal structure. The images below show meshes for different
skeletons.
Using Physique | 4605