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Using Physique with a Biped
The skeleton to which you attach a skin using Physique can be a 3ds Max
hierarchy, bones in a hierarchy, bones not in a hierarchy and splines. Physique
deforms the skin based on the relative position of the bone or links in the
hierarchy. Specifically, it uses the length of each link and the angle between
two connected links; it can also use the scale of a link.
The skeleton hierarchy can also be a 3ds Max system object that defines a
behavior as well as a hierarchy. Three kinds of objects that are especially useful
with Physique:
■ Bipeds are provided by character studio.
■ Bones are a standard Systems object provided with 3ds Max.
■ Splines can be used rather than a “bones” hierarchy.
You create both bones and bipeds using the Systems object category on
the Create panel.
Bones are useful for facial animation, a face with moving lips for example, or
for non-bipedal characters. Bipeds are the system of choice for humanoid and
other bipedal characters.
Usually you create the Physique skin before you create the skeleton, because
you must adapt the skeleton's dimensions to the dimensions of the skin, in
order to optimize vertex assignment to the links in the hierarchy.
4614 | Chapter 17 character studio