2009

Applying Physique
To attach a mesh to a biped using Physique: on page 4671
To adjust default envelope shape: on page 4634
To adjust envelopes around the bipeds pelvis: on page 4635
To add a bone after you've already used Attach To Node: on page 4672
To troubleshoot bulges and tendons: on page 4675
To select and edit cross sections: on page 4636
To copy an envelope and its settings to a mirrored link (for example, from
one thigh to the other):
on page 4637
To copy all Bulge angles from one link to its opposite: on page 4740
To use Select Nearest Bulge Angle: on page 4741
To remove a link's influence on vertices: on page 4754
To check vertex assignments: on page 4754
To remove deformable vertices from a link's influence: on page 4754
To override vertex assignments manually: on page 4755
To make vertices rigid: on page 4756
To have a spline influence a mesh: on page 4678
To apply Physique to an FFD to animate the entire mesh: on page 4669
To use an FFD to complement the effects of Physique on a portion of a
character mesh:
on page 4669
To make compressible bones (bones with end effectors): on page 4619
To add a bone after Physique is applied using Reinitialize: on page 4619
To add a bone after Physique is applied using Add (Add Bone): on page 4620
To optimize skin objects: on page 4659
To reinitialize a scaled mesh: on page 4660
Bulges
To create a new bulge angle using the Bulge Editor: on page 4687
To create a new bulge angle on a selected link: on page 4739
Procedures | 4961