After you have created
a skin and a skeleton, and fitted the skeleton to the skin, you
apply the Physique modifier to the skin.
The process entails these
- Selecting the mesh
- Turning on Figure mode (if a biped is
- Adding the Physique modifier to the stack
- Attaching the Physique skin to the skeleton
- Initializing Physique
To attach a mesh to a bones hierarchy
- Select or create a bones
- Position the bones hierarchy
inside the mesh.
TipWhen you use a bones hierarchy with Physique,
use frame 0 as your "figure mode." Don't include frame 0 in your
animation. Use it as the place where you position the bones and
fit them to the mesh.
- Select the mesh.
- Go to the Modify
panel. Use the Modifier List to apply Physique to the mesh.
- Click to turn on (Attach
To Node). In a viewport, pick the root bone of the bones hierarchy.
Initialization dialog is displayed.
- Click Initialize, accepting the default
When you use (Attach
To Node) to attach a Physique skin to a hierarchy, the Physique
Initialization dialog appears.
NoteThis dialog also appears when you want to
reset Physique settings by clicking Reinitialize in the Physique
settings affect how envelopes are created and blending is handled.
The Link Settings, Joint Intersections, and Cross Sections rollouts
are used later to change default settings globally. For this reason,
the Vertex-Link rollout is open when the dialog appears. This is where
you determine the following default settings:
- Whether envelopes should be used to manage
the vertex-to-link assignments
- Whether Physique uses deformable or rigid
envelopes to manage the vertex-to-link assignments
- Number of links considered for blending