2009
see Creating Tendons on page 4653 for more information about creating tendons.
See also:
■
Tendons Sub-Object on page 4747
Creating Tendons
Like tendons in an actual body,
tendons in Physique on page 4747 link one bone
to another. They spread the effect of moving one link to the skin around a
different link. Tendons can improve the realism of skin movement when it is
animated by Physique.
Basically, a tendon consists of base points that live on a cross section near the
skin. A base point is attached to another link on the skeleton that pulls it. As
the tendon base point is pulled, it deforms the skin around it. Several
parameters control how much the point is pulled in each direction.
You insert the tendon cross section at the location where you want the skin
to stretch. You then attach it to the link that influences the movement.
Each link can contain several tendon cross sections, and each control point
may be attached to a separate link. In a practical application, however, such
as in the area below the armpits, you might have two control points attached
to each of the left and right clavicles.
Procedures
To create and attach a tendon:
1
Go to the Tendons sub-object level. In the Selection Level group of
the Tendons rollout, turn on Link.
2 In a viewport, select a link.
3 In the Insert Settings group, click to turn on Insert.
4 In a viewport, position the cursor over the link.
The cursor changes to a small star.
5 Click to create cross sections on the link.
6 Click to turn off Insert.
Using Physique | 4653