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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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