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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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