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Chapter 15. character studio > Physique vs. Skin

Physique vs. Skin

First, a little history. When character studio first came out, there was no modifier in 3ds max that would let you drive the animation of a mesh using bones. So character studio included the Physique modifier as part of the product. The Physique modifier was added to the character mesh objects and then the Biped bones were added to the Physique modifier. Physique created a series of envelopes of influence that directed the relationship between the Biped bones and the mesh vertices.

Later versions of 3ds max added a default Skin modifier that could be used for the same purpose. This was included for competitive reasons, as other 3D programs came with this feature, and users were not required to pay extra for it. Since character studio was an additional plugin that cost extra, the Skin modifier was originally designed as a “slightly lesser-than” product with simpler UI and fewer bells and whistles.


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