Use the Physique modifier to attach a skin to a skeleton structure such as a biped. The skin is a 3ds Max object: it can be any deformable, vertex-based object such as a mesh, a patch, or a shape. When you animate the skeleton with skin attached, Physique deforms the skin to match the skeleton's movement.
Animating the underlying skeleton enables you to animate a single contiguous model of a character that bends, creases, and bulges about an arbitrary number of joints within the attached skeleton.
With Physique, you can define how the skin behaves when it deforms. For example:
Physique works with bipeds created and animated using the Biped plug-in, and with 3ds Max hierarchies, including the Bones systems. Physique also works with bones that are not in a hierarchy and splines.
Topics in this section provide an overall introduction to using Physique.
The main controls for the Physique modifier include the Physique and Floating Bones rollouts for attaching the mesh to the biped, splines, or bones. Additional controls in the Physique Level Of Detail rollout are for troubleshooting envelopes, bulges, and tendons. The sub-object controls are for fine-tuning envelopes, creating and adjusting tendons and bulges, and for vertex editing.