After you have attached the skin to the skeleton, Physique deforms the skin when the skeleton is animated. From this point on, you can preview animation to see how the Physique skin deforms and whether you can use it in a finished animation or need to correct and refine it further.
A stray vertex not encompassed by an envelope
Very likely, you'll need to adjust some of the default envelope settings to ensure all vertices are being properly handled. It's by moving the skinned character in the viewports that you'll see vertex assignment problems.
See the General rollout for procedures and interface.
Tip: Physique skins are usually too large for 3DS MAX to play them back in real time at 30 frames per second. However, speed improvements in character studio 3 will allow fluid motions of many skinned meshes. When you attempt to play back at 30 fps, 3DS MAX may drop frames during playback, which makes it hard to see how Physique has animated the skin. Use the Time Configuration dialog to turn off real time playback. The animation plays back more slowly than usual, but it plays every frame.
Tip: You can also specify which elements of the characters not to display in the viewports, and thereby speed up redraw. See Level of Detail Controls.
For a skin attached to a complicated skeleton such as a biped, you will almost always need to correct some vertex assignments before the skin animates correctly. Most often, you'll do so simply by adjusting the envelope's shape. See Adjusting Default Envelope Shape.