Physique Sub-Objects
 
 
 
Command entry:Select an object that has the Physique modifier applied to it. Modify panel In the modifier stack display, expand the Physique sub-object hierarchy.

The Physique modifier has five different sub-object levels. Each kind of sub-object has various controls.

Physique Selection Status Rollout

This rollout appears for all of the Physique sub-object levels. For all levels except Vertex, it shows the name of the hierarchy object associated with the active link. For the Vertex sub-object level, it prompts you to “Select Vertices” unless Select By Link or Assign To Link is active, in which case it displays the name of the hierarchy object associated with the active link, as it does at other sub-object levels.

  • Envelope Sub-Object

    Use Envelope sub-objects to adjust the way skin behaves. Each link has an envelope, and the shape of the envelope determines which vertices are affected by the link's movement. An envelope has an inner and an outer bound: outside these bounds, vertices are not effected. Inside these bounds, the envelope's influence is strongest at the inner bound. A Falloff setting lets you control how quickly influence falls as it approaches the outer bound.

  • Link Sub-Object

    Use parameters at the Link sub-object level to change how deformation around joints occurs. When a joint in the skeleton bends or rotates, Physique, by default, deforms vertices uniformly on either side of a joint. You can change these defaults by using the tools at the Link sub-object level. For example, you can adjust the amount of skin sliding that occurs along a limb as the limb bends, or change the angle of the crease between the upper arm and chest.

  • Bulge Sub-Object

    After you have edited envelope sub-objects for good overall mesh deformation, you can create bulges to simulate muscle contraction and expansion when a character’s joint rotates.

  • Tendons Sub-Object

    While envelopes provide smooth skin deformations, tendons provide additional stretching in much the same way that actual human tendons do. For example, you might create pulling in the wrist (several joints away) when the fingers are moved. After adjusting the envelope sub-objects for good mesh deformation, you can use tendons to control the amount of skin stretching across multiple links.

  • Vertex Sub-Object (Physique)

    Most often, you will want to use envelopes to correct the way skin behaves as the biped moves. However, you can override envelopes by manually assigning vertex properties. For example, you can remove the influence of inappropriate links from selected vertices. You can also change the weight distribution between links for a single vertex by using type-in weights.