Reinitialize Physique

Select an object with the Physique modifier. > Modify panel > Physique rollout > Reinitialize

The Reinitialize command on the Physique rollout is used mainly for resetting a particular attribute of your character's skin behavior. Among common uses are resetting bulges, deleting tendons, reassigning vertex-link assignments, or repositioning the biped relative to the attached mesh. Essentially, it can be used to reset any single item in the Initialization area, or all items.

Check boxes in the Initialization area of the Physique Initialization dialog become available when reinitializing using the Reinitialize command or for reattaching (using Attach to Node on the same skeleton). During reattachment, the first two and lower two are checked and unavailable, and the middle three are available. Reattaching can be used to select a new root node for a mesh that is already attached to a skeleton with Physique. During reinitialization, all the controls are available.

Reinitializing Old Files

Files from previous versions of the software go through a semi-automatic physique reinitialization process. When you load in an old file that uses physique you're prompted to put the biped or bones system into Figure mode or in the initial position and reinitialize. To reinitialize, select the mesh, open the Modify panel and click Reinitialize. A warning displays to put the skeleton into the initial position. Click OK to reinitialize the file.


Initialization group

Initial Skeleton Pose: Uses the current biped position as the default pose for defining how the skeleton fits inside the skin. The current pose becomes the new initial pose, replacing the pose used when you first attached the mesh to the biped. This does not reassign manually reassigned vertices unless you also select Vertex-Link Assignments in the Initialization area.

Use Initial Skeleton Pose if you want to reposition the biped relative to the mesh in Figure mode, to reposition the biped shoulder joints for example. It is helpful first to turn off the Physique modifier, using the Active/Inactive Modifier toggle. This lets you scale and rotate the biped limbs in Figure mode, independent of the mesh skin. Use this after scaling a character. See the procedure below on scaling a biped with a mesh attached.

Include New Bones: Creates new links for any new object (bone) linked to the biped. Use this to add a 3DS MAX Bone to a mesh with the Physique modifier applied.

Link and Joint Settings: Resets link parameters and joint intersection parameters to their default values. Link parameters include Bend, Twist, Sliding, and Radial Scale values. For Radial Scale, this includes Scale, Amplitude, Stretch, and Breath.

Bulges: Reset bulge angles to the default values. One bulge angle is created per link by default. This will delete any new bulge angles you have created.

Tendons: Reset tendons to the default values. Deletes any tendons you have created.

Vertex-Link Assignments: 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. Use this if you want to replace all manual vertex reassignments with the default vertex assignments.

Vertex Settings: Recalculates vertex parameters at the link to which each vertex is assigned. This does not reassign manually reassigned vertices. Use this when you have changed the link parameters and want to recompute the vertex parameters based on these changes. This check box is automatically selected if either Initial Skeleton Pose or Vertex-Link Assignments is selected.

Default Settings rollouts

You can change values in these rollouts to apply new default settings, when paired with the appropriate selection in the Initialzation area.

Link Settings Rollout. Contains the default values that will be assigned to all links if Link and Joint Settings is selected in the Initialzation area. These settings are explained in the Link Sub-Object topic.

Joint Intersections Rollout. Contains the default joint intersection values that will be used if Link and Joint Settings is selected in the Initialzation area. These settings are explained in Link Sub-Object.

Cross Sections Rollout. Sets the default Bulge Angle parameter settings for new bulges if Bulges is selected in the Initialzation area. These settings duplicate ones explained in Bulge Sub-Object and Bulge Editor.

Vertex-Link Assignment Rollout. Sets the default Blending Envelope parameter settings if Vertex-Link Assignment is selected in the Initialzation area. See Physique Initialization Dialog.