You use the buttons on the Physique rollout to link a mesh to a biped, a bones hierarchy, or a spline; to reinitialize the Physique parameters on a mesh; to open the Bulge Editor; and to load or save Physique (PHY) files.
To attach a mesh to a biped using Physique:
Select or create a biped.
Motion panel. On the Biped rollout, click to turn on
(Figure Mode).
Position the biped inside your character mesh.
Select the mesh.
Modify panel. Use the Modifier List to apply Physique to the mesh.
(Attach To Node). In a viewport, pick the biped's pelvis object.
3ds Max opens the Physique Initialization dialog.
By default, the Object Bounding Box option is selected: Physique sizes envelopes to approximate the biped limbs.
To attach a mesh to a bones hierarchy using Physique:
Select or create a bones hierarchy.
Position the bones hierarchy inside the mesh.
Select the mesh.
Modify panel. Use the Modifier List to apply Physique to the mesh.
(Attach To Node). In a viewport, pick the root bone in the bones hierarchy.
To add a bone after you've already used Attach To Node:
Link the bone to the biped, then click
(Reinitialize).
Select the mesh, then go to the
Modify panel. On the Physique rollout, click
(Reinitialize).3ds Max opens
Modify panel
Physique rollout, click
(Save Physique File).
Modify panel
Physique rollout, click
(Open Physique File).
Physique updates the links you chose with the data that was saved.

Attach to NodeAttaches the mesh objects to the biped or to a bones hierarchy.
Turn on Attach To Node, then in a viewport, click the biped's pelvis or the root node of a bones hierarchy.
After you select a node in the viewports, the Physique Initialization dialog is displayed. Accept the default values in this dialog, then click Initialize. Physique traverses the biped or bone hierarchy, and creates an envelope for each link it finds. (It can include additional bones that are linked to the biped.) The envelopes control Physique's influence on the vertices of the mesh. When the hierarchy is animated, the mesh vertices move along with it.
ReinitializeDisplays the Physique Initialization dialog and resets any or all of the Physique attributes to the default values. For example, reinitializing with the Vertex Settings option selected reestablishes the relationship of a vertex and its original position relative to the Physique deformation spline. Settings for vertex-link assignments, bulges, and tendons can be reset from this dialog.
Bulge EditorDisplays the Bulge Editor, which is a graphical alternative to the Bulge sub-object level for creating and editing bulge angles.
Open Physique FileLoads a saved Physique (.phy) file, which stores envelope, bulge angle, link, tendon, and vertex settings.
When you click Open Physique File to load a .phy file, the Physique Load Specification dialog is displayed. Select the links you want to import in the list on the left of the dialog, and apply them to the links you select in the list on the right of the dialog.
Any aspect of your Physique work can be loaded into any other character. You can choose from Link Settings, Bulges, Tendons, and Envelopes. You can also apply links from the file to differently named links in the current scene. For example, save and reload a .phy file to copy a bulge angle created on one character to a link on another character.
Save Physique File