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As a general rule, create a reference pose that has the limbs outstretched, but
otherwise represents the character's natural at-rest posture.
Skin Simplicity
The degree of detail on the model makes a difference in how well it works for
skinning. On one hand, your skin must have a sufficient number of vertices
so Physique can deform it smoothly. On the other hand, the fewer vertices
the mesh has, the easier it will be for you to adjust Physique for the mesh. In
addition, a highly complex mesh can slow your system's performance when
working with Physique.
If you plan to use an Editable Poly mesh, create the mesh with evenly-sized,
rectangular polygons. Avoid using long, triangular polygons, as these do not
deform smoothly with Physique. These attributes are particularly important
around the hip and shoulder areas.
Models with evenly-sized rectangular polygons
A common workflow is to create the simplest possible version of the mesh,
apply Physique to it, and apply the MeshSmooth modifier above Physique on
the stack. This makes Physique as easy as possible to work with, but retains
mesh smoothness for rendering.
4610 | Chapter 17 character studio