2009
Display Options Click to display the Bulge Angle Display Properties dialog
on page 4710, which lets you customize the viewport display of bulges.
Tendons Sub-Object
Select an object that has the Physique modifier applied to it. > Modify panel
> Tendons sub-object level
While envelopes provide smooth skin deformations, tendons provide
additional stretching in much the same way that actual human tendons do.
For example, you might create pulling in the wrist (several joints away) when
the fingers are moved. After adjusting the
envelope sub-objects on page 4717
for good mesh deformation, you can use tendons to control the amount of
skin stretching across multiple links.
Workflow Example
To create a tendon from the spine to the upper arm, go to the Tendon
sub-object level. Select a spine link. In the Insert Settings group, click to turn
on Insert, and then click the selected link to position the tendons. A tendon
cross section is added to the link. Turn off Insert.
In the Selection Level group, turn on Cross Section. Using the Rotate tool (on
the Main toolbar), rotate the cross section so its control points are in useful
locations. In the Tendon Parameters group, use the Radius spinner to scale
the cross section radius so the control points fall close to the surface of the
skin.
In the Selection Level group, turn on Control Point. Select a control point on
the spine tendon's cross section, click Attach, and then click the arm link. A
tendon stretches from the spine to the arm.
Finally, adjust the values of Pull, Pinch, and Stretch to refine the movement
of the skin.
Physique User Interface | 4747