2009

NOTE If you are using a NURBS model, use the NSurf Sel modifier (rather
than Mesh Select) to select sub-object control vertices that lay inside the FFD
lattice.
5 Go to the Vertex sub-object level (or Control Vertex), and select the set
of vertices (or CVs) that lie inside the FFD space warp you are using.
6 While in Vertex sub-object level, bind the mesh to the FFD space warp.
Now only the selected vertices or CVs will be affected by the FFD.
7 With the mesh selected, highlight the Physique level in the stack, and
assign all vertices or CVs affected by the space warp as blue (rigid). These
should be the same vertices or CVs selected in step 5, above.
8 Assign the rest of the vertices or CVs that fall outside the FFD as
deformable, in the same way you normally
assign vertices to links on
page 4753 with Physique.
9 Select the FFD space warp. If necessary, adjust the vertex assignments of
the control points so they are assigned to the proper links.
You do this in the same way as you do when using Physique with a mesh,
except 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.
Physique User Interface
Select a mesh. > Modify panel > Modifier List > Physique.
Select a mesh that has the Physique modifier applied to it. > Modify panel >
Floating Bones, Physique, and Physique Level of Detail rollouts
The main controls for the Physique modifier include the Physique and Floating
Bones rollouts for attaching the mesh to the biped, splines, or bones. Additional
controls in the Physique Level Of Detail rollout are for troubleshooting
envelopes, bulges, and tendons. The sub-object controls are for fine-tuning
envelopes, creating and adjusting tendons and bulges, and for vertex editing.
See also:
Physique on page 4603
4670 | Chapter 17 character studio