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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 vertex weights
to change, turn this option on.
Reassign Globally Re-weights, and resets the position on the spline used for
bending for moved vertices globally. The vertex link assignment, weighting,
and spline position are reset for all moving points on every frame. (This is
equivalent to Physique 2.2.) This option is like reinitializing on every frame.
Default=off.
When vertices are moving to different envelopes and you want them reassigned
to the new envelopes, use this option.
Hide Attached Nodes Toggles the display of the underlying skeletal system.
This allows you to hide and unhide the biped, for example.
Floating Bones Rollout
Select an object that has the Physique modifier applied to it. > Modify panel
> Floating Bones rollout
“Floating” bones provide a way to use Physique without using a biped
character. The Floating Bones rollout specifies the splines, bones hierarchy,
or unattached bones you are using to deform a mesh. For example, Physique
lets you animate a mesh by animating spline vertices or a bones system. When
you attach the spline or parent bone to Physique, it creates envelopes for the
selected spline or bones.
Procedures
To have a spline influence a mesh:
1 Create a spline and place it within a mesh that has Physique applied.
2
Select the mesh, and go to the Modify panel.
3 On the Floating Bones rollout, click Add.
A Select Bones dialog is displayed.
4 Use the Select Bones dialog to select the spline.
5 Animate the spline vertices to animate the mesh.
4678 | Chapter 17 character studio