2009
Procedures
To apply Physique to an FFD to animate the entire mesh:
1 Place an FFD (Box) space warp around the mesh to deform. The box
should be large enough to encompass the mesh. The number of control
points you use for the FFD can be fine-tuned later by going back down
in the stack to the FFD to adjust the number of control points.
2 Select the FFD and apply the Physique modifier.
3
Click Attach To Node, and then click the biped pelvis or the root
node of your bone structure.
4 If necessary, select the FFD space warp and adjust the vertex assignments
of the control points so they are assigned to the proper links.
This can be done in the same way as done using Physique with a mesh,
only there are fewer assignments to deal with. Although fewer assignments
provide smoother surface deformation with the FFD, control points and
their link assignments must be thoughtfully placed.
5
Use Bind To Space Warp on the main toolbar to bind the mesh to
the FFD space warp.
6 Link the mesh to the biped pelvis, or root node of the bone structure, so
it follows the skeleton and FFD as they move around the scene.
To use an FFD to complement the effects of Physique on a portion of a
character mesh:
TIP You can use this procedure to animate clothes or amorphous shapes.
1 Place an FFD (Box) space warp around the mesh to deform. The box
should be large enough to encompass the mesh. The number of control
points you use for the FFD can be fine-tuned later by going back down
in the stack to the FFD to adjust the number of control points.
2 Select the FFD and the mesh and apply a Physique modifier to both.
3
Click Attach To Node and in a viewport, click the biped pelvis.
4 Select the mesh only, and add a Mesh Select modifier to the mesh above
Physique in the modifier stack.
Using Physique | 4669