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2 Add a bone where it is needed.
3 Link the root node of the bone to the biped.
4 On the Physique Bones rollout, click Add.
5 In the viewports, click a bone.
Repeat until all bones are added.
6 Adjust envelopes.
7 Turn off Figure mode.
Using Physique with 3ds Max Objects
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. There are two kinds of objects that are
especially useful with Physique:
■ Bones are a standard Systems object provided with 3ds Max. Bones can
either be hierarchically linked or floating.
■ Splines can be used rather than a “bones” hierarchy.
You create bones 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.
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.
Using Physique | 4621