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Contents

About this Document

Contents of this Document
Document Style Conventions
Notes
Mouse and Keyboard Notation

1 Glossary of Terms

Skeletal Animation System-A Glossary

2 Skeletons in N-Geometry

In this Chapter
Adding a Skeleton Primitive
Creating a Skeleton Primitive
Creating a Custom Skeleton
Saving and Loading Skeletons
Saving a Skeleton
Saving a Skin
Saving Attached Objects
Loading a Skeleton
Modifying Elements of a Skeleton
Highlighting and Selecting Skeletons, Bones, or Joints
Add
Append
Align/Rotate Axes
Attach
Axis Move
Axis Scale
Base
Bone
Bone Display/Axes
Check Skin
Collapse
Copy
Copy Joint
Cut
Describe
Disconnect Limb
DOF Editor
Flip
Free Scale
Hard/Soft
IK Move
IK Move 2D
IK Move Root
IK Move Single
IK Move thru Root
IK Rotate Root
IK Set
Joint Identification
Lock Bone
Make Attached Objects
Make Skin Parts
Move
Motion Transform
Pose
Position
Rename
Rotate
Rotate/Twist
Scale
Scale Axis
Scale Bone
Select Attachments
Select Elements
Select Joint
Select Skins
Skin
Skin Displacement
Skin Update
Soft Influence
Traverse
XYZ IK Rotate Root
XYZ Rotate

3 Dynamic Operations

Skeletal Animation and N-Dynamics
Operations
Animate Multiple Poses
Animate Pose
Animate Pose to Pose
Making the Pose value Dynamic
IK Move along Trajectory
IK Move along Wire
IK Move to Object
IK Move to Part
Lengthen Bone
Lock Feet
Make Wire from Joint Motion
Quaternion Rotate Bone
Quaternion Rotate Root
Read Acclaim Data
Read Biovision Data
Read Motion Analysis Data
Rotate Root
Scale Bone
Transform Root
Translate Root
Update Skeleton
Update Skins
Write Acclaim Data
X Rotate Bone
XYZ Rotate Bone
Y Rotate Bone
Z Rotate Bone

INDEX



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