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Index


Symbols

+Z orientation 2-6

A

Acclaim
sample data 1-11
aligning bone axes 6-30
animating
scripts 1-20
animating a skeleton 1-12
animation
stopping 1-21
attached objects
concepts 1-6
making visible in N-Dynamics 3-24
modifying 3-6
saving 3-24
attaching object hierarchies 3-18
to a collection of bones 3-21
to a skeleton 3-23
to bones 3-18
attaching objects 3-9
attaching skins 4-7

B

base state
when to resave 4-6
BioVision
sample data 1-11
blending between motion capture files 11-1
bone 2-4
animating bone length 9-3
collapsing (deleting) 2-19
cutting 2-17
flipping 2-21
locking 6-24
mirroring axes 6-31
renaming 2-20
unlocking 6-26
bone axes
aligning 6-30
fixed vs. rotating 6-34
motion data supplier preferences 6-39
bone axis 2-4
bone frame 2-5
bubble gum effect 4-9

C

camera
aiming 1-21
changing the root 2-21
channels
reordering 1-23
connecting wires as bones 2-14
creating a walk cycle 7-3

D

decomposing motion
into poses 10-23
into rotational components 10-21
difference posing 10-29
DOF Editor 6-19
DOF limits vs. IK sets 6-16

I

IK 6-5
IK set
defining 6-8
improving 6-11
renaming 6-14
IK set vs. DOF limits 6-16
IK vs. kinematic 6-3
inserting poses into motion data 10-29
inverse kinematics 6-5

J

joint 2-5
joint identification 6-17
jumping skeleton 7-10

L

layering motion
motion data with IK 10-10
locking bones 6-24

M

make attached objects 3-4
modifying attached objects 3-6
motion blending 11-1
motion capture data
concepts 1-8
motion data
copying between skeletons 10-14
decomposing 10-21
decomposing from pose to pose into rotations 10-25
decomposing into poses 10-23
decomposing into rotations 10-21
inserting poses into (difference poses) 10-29
motion data supplier
bone axes order 6-39
motion transform 10-14

O

object
reaching for 8-14
saving 1-25
objects
make attached objects 3-4

P

pose
moving to a 6-29
saving 6-27
viewing saved 6-29
poses
moving to 6-29
posing
kinematic vs. IK 6-3
posing kinematically 6-4
posing skeletons 6-3

R

range of motion
limiting 6-22
reaching for a part 8-14, 8-17
reaching for an object 8-14
reordering channels 1-23
root 2-5
changing 2-21
working with 6-40

S

sample objects 1-11
saving attached objects 3-24
saving objects 1-25
saving poses 6-27
saving scripts 1-23
script
creating 1-14
saving 1-23
skeleton
attaching objects 3-3, 3-9
attaching skins 4-4
building a humanoid 2-6
building a non-humanoid 2-16
creating 2-3
jumping animation 7-10
parts 2-4
posing 6-3
resaving a base state 4-6
saving a base state 4-5
skeletons
moving to a pose 6-29
skin
attaching 4-7
skin displacements 5-12
animating in N-Dynamics 5-24
driving with extra bones 5-17
testing 5-15
with soft parts 5-16
skin parts
attaching your own 4-16
defining your own 4-13
redefining 4-9
testing 4-16
skins
attaching to skeletons 4-4
concepts 1-4
soft part
associating with a bone 5-8
defining 5-6
testing 5-11
soft parts 5-3
creating 5-3
preparing the model for 5-4
when to use 5-5
with skin displacements 5-16
stretching bones
animating 9-3

T

trajectory
animating along 8-10

U

unlocking bones 6-26

W

walk cycle
creating 7-3
with IK 7-3
with kinematic poses 7-7
wire 2-5
animating along 8-3
wires
connecting as bones 2-14
converting to skeletons 2-13
duplicating 2-11


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