Select an object with the Physique modifier. > Modify panel > Physique rollout > Attach to Node > Select node in viewports. > Physique Initialization dialog
Use the Physique Initialization dialog to specify link parameters and the type and size of envelopes to create for Physique links. This dialog will display under these two circumstances:
When you apply Physique initially, using Attach to Node from the Physique rollout on the Modify panel.
When you click the Reinitialize command on the Physique rollout.
When Attach to Node is used to attach the mesh to the biped for the first time, use parameters on the Vertex-Link Assignment rollout to specify envelope parameters. In many cases, the default parameters on the Vertex-Link Assignment rollout work well as a starting point for envelope type, envelope sizing, and blending between links.
You normally want deformable envelopes. Blending Between Links is set to N Links (a vertex can be influenced by all envelopes that overlap it). The Object Bounding Box option is selected by default, and will size the envelopes based on the size of the biped limbs. In the case of a 3DS MAX bones hierarchy, you can use the Box Generator utility to create bounding boxes around the bones; in this case envelopes are sized to the bounding boxes.
Note: If Object Bounding Box is selected, but a bone does not have a connected object that defines a bounding box, Physique will automatically use the link length for that link to determine the default envelope size. The envelope radial scale is set to 1/3 of the link length in this case. The only case you should not use the Object Bounding Box option is if you specifically want to ignore the size of any bounding boxes on the skeleton.
Controls on these rollouts match those found in bulge sub-object and link sub-object and are used here to set default values.
Unless you want to change default settings for all link parameters and bulges on Initialization or Reinitialization, you do not need to change parameters on the Link Settings, Joint Intersections, and Cross Section rollouts in this dialog.
The Initialization check boxes are normally unavailable and not changeable during initialization. Although these options are unavailable, they are all turned on by default (except Include New Bones) for initialization, since ALL these settings are new when Attach to Node is used for the first time to link a mesh to the biped or 3DS MAX bones hierarchy.
These check boxes become available when re-attaching to the same skeleton or when the Reinitialize command is used on the Physique rollout. During re-attachment, the first two and lower two are selected and unavailable, and the middle three are available to set if desired. During reinitialization, all the controls are available.
Initial Skeleton Pose: Use this to change the biped position relative to the original mesh position.
Include New Bones: Creates new links for any new object (bone) linked to the biped.
Link and Joint Settings: Resets link parameters and joint intersection parameters to their default values.
Bulges: Reset bulge angles to the default values.
Tendons: Reset tendons to the default values.
Vertex-Link Assignments: This essentially re-evaluates which vertices fall within each envelope. (This may vary from the original default settings depending on whether changes have been made to the envelopes.) It also removes any custom vertex assignments.
Vertex Settings: Recalculates vertex parameters at the link each vertex is assigned to. This does not reassign manually reassigned vertices.
Vertex-Link Assignment Rollout
On the Vertex-Link Assignment rollout you can choose to create new envelopes and pick the type of blending between links.
Deformable: Create Deformable Envelopes. It's on by default.
Deformable envelopes determine vertex-link assignment based on the deformation spline that Physique creates through the links.
Rigid: Create Rigid Envelopes for Physique links.
Rigid Envelopes determine vertex-link assignment based upon the linear 3DS MAX links in the hierarchy.
Blending Between Links: Normally leave this at N Links.
N Links: Vertices within all overlapping envelopes are influenced.
No Blending: Vertices are influenced by only one link, as in character studio 1. This allows a mesh with the Physique modifier applied in character studio 1 to work with character studio 3.
Use No Blending if you are developing characters for a game engine that doesn't support blending or if you intend to use strictly character studio 1- style vertex-link assignments.
2,3,4 Links: Limit the number of links that can influence a vertex. These options are mainly for game engine restrictions.
Radial Falloff Envelopes
Create Envelopes: Create envelopes based on parameters set in the Radial Falloff Envelopes area. On by default.
Object Bounding Box: Size the envelopes based on the size of the biped limbs or the bounding boxes of any objects in the 3DS MAX hierarchy.
If you are attaching to a 3DS MAX bones hierarchy, you can use the Box Generator utility to create box objects around bones. These boxes are then used by Physique to size the envelopes.
Link Length: Size envelope radial scale to 1/3 of link length.
Overlap: Sets how far the envelopes overlap. Default=0.1.
Smooth: Sets the distance between the Inner and Outer bounds of an envelope by scaling the outer boundary. Range=0 to 10; Default=.75.
Falloff: Sets the rate of falloff between the inner and outer boundary of an envelope. This is a Bezier function. Range=0 to 10; Default=0.5.
Link Settings rollout
The Link Settings rollout contains the default link values that will be assigned to all links. See Link Sub-Object for a command reference.
Joint Intersections rollout
The Joint Intersections rollout contains default joint intersection values will be assigned to all links. See Link Sub-Object for a command reference.
Cross Sections rollout
The Cross Sections rollout sets the default Bulge Angle parameter settings for new bulges. See Bulge Sub-Object for a command reference.