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Vertex Type group
There are three vertex types, differentiated by color:
Red Deformable vertices that follow Physiques deformation spline.
Green Rigid vertices that do not deform but just follow the link
they are assigned to.
Blue Vertices attached to the root node. Physique uses this color
when it isnt sure which link to assign the vertices to. These vertices dont
deform but follow the center of mass object. You should reassign blue
vertices to be either rigid or deformable.
While a button of the appropriate color is turned on, you can select vertices
of that color. Turn off a button to avoid selecting vertices of that color. You
can't turn off all three buttons at once.
Blending Between Links drop-down list
This list provides several options:
N Links Vertices within all overlapping envelopes are influenced.
While this option is active, vertices can be assigned only to the envelopes
they fall within. Envelopes are used by Physique in this case to define the
blended weight of each vertex.
No Blending Vertices are influenced by only one link, as in character
studio 1.
This is useful as a general default if you are developing characters for a
game engine that doesn't support blending. At the Vertex sub-object level
it is useful to override blending weights defined by envelopes, and assign
vertices to links as either Rigid or Deformable. For example, after selecting
vertices of the skull and face, turn on No Blending, turn on Rigid vertices,
turn on Assign To Link, and then click the head link. This will override
4758 | Chapter 17 character studio