2009

If the character's head is connected to the mesh, link the main head bone to
the biped head before applying Physique. Alternately, you can use the biped's
head as the main head bone, linking the facial bones directly to the biped's
head. When you apply Physique and click Attach to Node, pick the biped's
COM as usual.
After applying Physique to the head or the entire structure, you can adjust
envelopes and vertex assignments for the facial bones as you would for any
biped bone.
Animating the Facial Structure
After you apply Physique to the structure, you can animate it by rotating or
moving bones. 3ds Max
manipulators on page 2636 are useful for setting up a
custom user interface for bone animation.
Using Physique | 4665