View Full Version : Max5: Using Physique with Bones
GRMac13 05-02-2003, 04:50 AM Hey I am in the process of skinning a character for my short. I have used both Skin and Physique to skin models before, although I've only used Physique with characters where I've also used biped. I've found Physique to be a much more efficient method of skinning than the skin modifier. My question is that since the character I am working on now has a custom skeletal system which was created with bone objects and dummies, is Physique a smart choice for skinning? According the the CS Help file, Physique can be used with both biped and any max hierarchy system. However, I can't help but be a little weary of using it since it was designed primarily for the CS biped system which is much different than the rig I am currently using. Anyway, has anyone here used Physique with bones, and if so can you please share your experiences? Did you run into any trouble while skinning (or *gasp* animating), and if so how did you resolve the issue(s)? The main reason I am asking this now is that I don't under any circumstances want to be forced to skin the same model twice. Lord knows that skinning is the only process in CG that I absolutely loathe doing, but it must be done. I'd just like to make the process a bit less stressful. Any feedback would be great.
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The main reason I am asking this now is that I don't under any circumstances want to be forced to skin the same model twice.
Then quit now! Just kidding, well kinda - I mean I've had to rebuild entire models with phonemes and tweak rigs for weeks, so I feel like you may be dissillusioned about what you may need to do to get it right.
Anyway, your question,.. If you are comfortable with Physique, then do it with Physique. I have seen some bias towards skinning talked about up here - but it really is about preference and LARD knows we are different creatures, each of us.
Sorry I have not really offered the feedback your sought, but at least I got your thread back up top where you and may atrract someone in your defence with better insights regarding your lenghty question. Party ON Mac!
-Shea
www.Ls3D.com
:airguitar
GRMac13
05-02-2003, 09:00 PM
Originally posted by Ls3D
Then quit now! Just kidding, well kinda - I mean I've had to rebuild entire models with phonemes and tweak rigs for weeks, so I feel like you may be dissillusioned about what you may need to do to get it right.
I have no intention of quitting (unless I break my mouse hand --knock on wood--). I've had to re-build rigs, re-skin characters, re-model, re-UVmap. You name I've probably redone it, lol. But that's why I'm seeking some feedback here, because I really want to avoid redoing something if I can. I'd rather be aware of any potential problems beforehand so I can get it done right the first time and be animating instead of skinning a character for the 2nd or 3rd time.
Anyway, you're absolutely right about it being a personal preference. I'm not trying to start a debate over what the best method of skinning is. I just want to hear from people that have used Physique with bones and have encountered problems (or skinning bliss). So please people, share your experiences.
RussellB
05-02-2003, 09:18 PM
Nothing is cut and dried... Cept for tobacco, but that's another story.
I've used Physique with bones, and just like any other mesh deformation tool, you end up futzing around with your skeletal system, deformation envelopes, and your mesh to get things to deform just right.
Physique is, however, a bit more forgiving than Skin, IMO, and tends to initialize with a very workable deformation solution right off the bat. Though really whacked out creatures may benefit from Skin's morph/angle deformers more so than using Physique.
In most cases, I think it boils down to a matter of preference, while other cases demand you use the tool that best fits the job. In any case, you'll never find out until you try. And if that mans skinning twice, well, so be it. Chalk it up to experience and be all the wiser.
Cheers. :beer:
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