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Add Change
Add Change adds in the changes from the stack and then applies mesh
deformation. No vertex remapping or reassigning is done. This is the default
option, and usually will give you the deformation that you want. There is no
performance degradation from Physique.
Remap Locally
Remap Locally resets vertex position on the spline used for bending and the
link position used to interpolate twist. Use this option when vertices are sliding
along the length of the spline, and you want them to bend and twist based
on the spline position but don't want the weights to change.
Reassign Globally
Reassign Globally does a complete vertex reassign for each frame. Use this
option when vertices are moving to different envelopes and you want them
reassigned to the new envelopes. This option should rarely be used. The only
reason would be if vertices are sliding along a link and you want the twist to
be interpolated based on the new position.
Using Physique with Changing Geometry
Physique can effectively handle dynamically changing geometry. That is, if
the geometry coming through the modifier stack to Physique changes,
Physique dynamically adjusts to accommodate the changes to the geometry,
while maintaining its own parameter settings, including manual vertex
assignments. This is why, when using Optimize, you can effectively change
the resolution of the geometry deformed by Physique.
Only in situations where the changes dramatically increase the density of data
is there ever a need to manually adjust vertex assignments. Physique
remembers your manual vertex assignments, and uses these assignments to
reassign vertices when the geometry changes.
Physique and Free Form Deformations (FFDs)
Physique can be applied to a Free-Form Deformation (FFD) space warp, which
in turn can animate a mesh that is bound to the FFD. For example, you could
use this technique to animate a credit card or a box of cereal.
4668 | Chapter 17 character studio