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INDEX
A
- adding a bone 2-7, 2-8
- Align/Rotate Axis 2-12
- Animate Multiple Poses operation 3-5
- Animate Pose operation 3-6
- Animate Pose to Pose
- operation 3-7
- with motion capture data 3-10
- Append 2-8
- assigning hard and soft parts 2-36
- Attached Objects 1-2
- attached objects
- making default 2-56
- modifying 2-58
- selecting 2-74
- attaching objects 2-14
- attaching skins to skeletons 2-77
- attaching wires as bones 2-8
- axes of rotation
- mirroring 2-13
- with imported skeletons 2-13
- Axis Move 2-15
- Axis Scale 2-15
B
- Base 1-2
- Bone 1-2
- bone axes
- display 2-19
- fixed vs. rotating 2-20
- bone frame
- display 2-19
- bones
- adding 2-7
- by attaching wire 2-8
- by encoding 2-7
- Align/Rotate Axes 2-12
- aligning axes to inferior bone 2-13
- aligning axes to superior bone 2-13
- assigning hard & soft parts 2-36
- calculating soft influence 2-83
- Collapse 2-22
- Cut 2-24
- arbitrarily 2-26
- in half 2-25
- in thirds 2-25
- describing attributes of 2-27
- detaching an object 2-14
- displaying hard and soft parts 2-38
- flipping orientation 2-33
- Lock Bone 2-55
- locking 2-56
- Rename 2-69
- Rotate/Twist 2-22
- rotating (translated) 2-70
- rotating along bone axis 2-14
- rotating around local axes 2-70
- Scale Axis 2-74
- Scale Bone 2-74
- selecting bone at top of limb 2-85
- selecting inferior 2-84
- selecting joint at head 2-76
- selecting joint at tail 2-76
- selecting superior 2-84
- setting DOF limits 2-30
- skin displacements
- deleting 2-81
- editing 2-79
- linking 2-80
- renaming 2-81
- Skin Update 2-82
- Soft Influence 2-83
- toggling bone axis display 2-19
- toggling bone frame display 2-19
- Traverse 2-84
- twisting around bone direction axis 2-70
- unlocking 2-56
- XYZ Rotate 2-87
C
- collapsing a bone 2-22
- Copy 2-23
- Copy Joint 2-24
- copying a limb 2-8
- cutting a bone 2-24, 2-25, 2-26
D
- detaching an object from a bone 2-14
- detaching skins from skeletons 2-78
- Disconnect Limb 2-28
- DOF Editor 1-3
- DOF editor 2-30
- DOF Limits 1-2
- Dummy Bones 1-3
F
- fixed vs. rotating axes 2-20
- Flip 2-33
- Free Scale 2-34
H
- Hard Part 1-5
- Hard/Soft 2-35
- highlighting 2-5
I
- IK move 2-39
- IK Move along Trajectory operation 3-11
- IK Move along Wire operation 3-12
- IK Move Root 2-41
- IK Move Single 2-45
- IK Move thru Root 2-46
- IK Move to Object operation 3-15
- IK Move to Part operation 3-17
- IK Rotate Root 2-48
- IK Set 1-3
- IK Sets 2-51
- IK sets
- creating 2-52
- deleting 2-53
- editing 2-51
- renaming 2-53
- selecting 2-54
- Inferior 1-9
- Inverse Kinematics 1-5
J
- Joint 1-5
- Joint Identification 2-54
- joints
- Add 2-7, 2-8
- Bone
- selecting inferior bone 2-18
- selecting superior bone 2-18
- copying properties between 2-24
- IK Move 2-39
- selecting IK set for 2-40
- using current IK set 2-39
- using relax method 2-39
- IK Move 2D 2-40
- in a fixed plane 2-41
- in a rotating plane 2-40
- IK Set
- creating 2-52
- deleting 2-53
- editing 2-51
- renaming 2-53
- selecting 2-54
- Joint Identification 2-54
- selecting 2-76
L
- Lengthen Bone operation 3-19
- Local Axes 1-5
- Lock Feet operation 3-20
- locking bones 2-56
M
- Make Attached Objects 2-56
- Make Wire from Node Motion operation 3-21
- motion capture
- using with different skeletons 2-60
- Motion Capture Data 1-6
- Motion Transform 2-60
- Move 2-60
O
- objects
- attaching 2-14
P
- parts
- hard and soft 2-35
- Pose 1-7
- poses 2-66
- making values dynamic 3-8
- moving to 2-67
- saving 2-67
Q
- Quaternion Rotate Bone operation 3-22
- Quaternion Rotate Root operation 3-24
R
- Read Acclaim Data operation 3-26
- Read Biovision Data operation 3-27
- Read Motion Analysis Data operation 3-28
- relax method IK 2-39
- Root 1-7
- Rotate 2-70
- Rotate Root operation 3-29
- Rotate/Twist 2-70
S
- saving
- attached objects 2-5
- skeletons 2-4
- skins 2-4
- saving poses 2-67
- Scale Axis 2-74
- Scale Bone operation 3-31
- scaling a skeleton 2-73
- scripts
- linear vs. hierarchical 3-3
- operation order 3-2
- Select Attachments 2-74
- Select Joint 2-76
- Select Skins 2-76
- selecting 2-5
- selecting a bone's inferior 2-84
- selecting a bone's superior 2-84
- selecting bone at top of limb 2-85
- selecting joint at head of bone 2-76
- selecting joint at tail of bone 2-76
- Skeleton 1-8
- skeleton
- connecting to another 2-8
- creating a primitive 2-3
- creating custom 2-3
- skeletons
- attaching skin 2-77
- Base 2-15
- base state
- deleting 2-17
- renaming 2-17
- selecting 2-18
- Check Skin 2-20
- clearing skin parts 2-59
- copying 2-23
- Describe 2-27
- detaching skin 2-78
- Display Bone 2-18
- DOF Editor 2-30
- initializing to base 2-16
- loading 2-5
- Make Skin Parts 2-58
- making skin parts
- default 2-59
- default hard 2-59
- moving 2-60
- moving to a pose 2-67
- Pose 2-66
- poses
- deleting 2-68
- renaming 2-68
- Position 2-69
- saving a base state 2-16
- saving a pose 2-67
- Scale 2-73
- scaling around midpoint 2-73
- scaling around selected element 2-73
- scaling around vertex 2-73
- Select Elements 2-75
- selecting bones in 2-76
- selecting points on 2-75
- Skin 2-77
- Skin Displacement 2-79
- xyz scaling around arbitrary vertex 2-35
- xyz scaling around midpoint 2-34
- xyz scaling around selected location 2-35
- Skin 1-8
- Skin Displacements 1-8
- skin displacements 2-79
- deleting 2-81
- editing 2-79
- linking 2-80
- renaming 2-81
- Skin Parts 1-9
- skin update mode 2-82
- skins
- selecting 2-76
- Soft Influence 1-9
- soft influence 2-83
- Soft Parts 1-9
- Superior 1-9
T
- Transform Root operation 3-33
- Translate Root operation 3-35
U
- unlocking bones 2-56
- Update Skeleton operation 3-36
- Update Skins operation 3-38
W
- Write Acclaim Data operation 3-39
X
- X Rotate Bone operation 3-40
- XYZ IK Rotate Root 2-85
- XYZ Rotate Bone operation 3-40
Y
- Y Rotate Bone operation 3-40
Z
- Z Rotate Bone operation 3-40
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