Physique Level of Detail Rollout

Select an object with the Physique modifier. > Modify panel > Physique Level of Detail rollout

Controls in the Physique Level of Detail rollout not only optimize the viewports, but also affect the rendered result. The primary purpose of this rollout is for troubleshooting. After creating bulge angles and tendons you can turn off their influence to see exactly what they add to the deformation of the skin. This area also has controls for how changes in the modifier stack below Physique are handled.

Tip: Select Deformable and all its parameters during editing; this allows you to spot problem areas. Select Rigid for the fastest viewport redraw.

Procedure

To troubleshoot bulges and tendons

  1. Select a character that has bulges or tendons.

  2. Toggle Cross Sections and Tendons on and off.

  3. Examine the mesh with and without the influence of bulges and tendons.

  4. Make appropriate changes to bulges and tendons.

Interface

Renderer: Select and choose skin parameters in the Skin Update area to included in rendered images.

Viewports: Select and choose skin parameters in the Skin Update area to include in viewport images.

Skin Update group

Deformable: Turn off all use of the Physique Deformation Spline. Turn on for highest quality rendering.

Joint Intersections: Turn off to remove joint intersection influence. To allow the mesh to overlap itself; for example, at the elbow and knee joints.

Cross Sections: Turn off to remove any bulge angle influence.

Tendons: Turn off to remove any tendon influence.

Skin Sliding: Turn off to remove skin sliding influence.

Link Blending: Turn off to remove the influence of link blending.

Rigid: When selected, forces all vertices to use Rigid assignments rather than Deformable. This is an easy way to isolate deformation spline problems. It also provides the quickest redraw speed. You might choose this if you were adjusting the animation of your skeleton.

Link Blending: Blend rigid links.

Stack Updates group

If the vertex count changes, vertices are reassigned globally regardless. Add Change adds in changes based on the vertices initial position. The other options reset the initial position each frame to do the remapping and reassigning. For this reason choosing Add Change or making non-animated stack changes should always be done at the initial position (Figure mode or frame 0).

Add Change: Adds in changes from the stack and then applies Physique deformation. No vertex remapping or reassigning is performed.

This option will generally give you the deformation you want. There is no performance penalty from physique when this option is used.

Remap Locally: For deformable vertices this resets vertex position on the Physique deformation spline used for bending and the link position used to interpolate twist. For rigid vertices this option resets the link position used to interpolate twist.

When vertices are sliding along the length of the spline and you want them to bend and twist based on the spline position but don't want vertex weights to change, turn this option on.

Reassign Globally: Re-weights, and resets the position on the spline used for bending for moved vertices globally. The vertex link assignment, weighting, and spline position are reset for all moving points on every frame. This is equivalent to Physique 2.2. This option is like reinitializing on every frame.

When vertices are moving to different envelopes and you want them reassigned to the new envelopes use this option

Hide Attached Nodes: Toggles the display of the underlying skeletal system. This allows you to hide and unhide the biped, for example.

 

 

 


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