Component PropertiesThe Component Properties window displays and allows you to update many properties of Scene Components. A view of the object selected is used to set joint constraints for Inverse Kinematics. The object's parent object is shown in white. Click Object Attributes These are mostly read-only attributes of an object, including the number of faces and points that make up the object, as well as the size of the object and whether the object should show a shadow. This is only displayed for objects. Frame Position The position within the scene of the component's frame. This position is relative to the parent frame. Frame Position will only be displayed for scene components that have position. For example, the ambient and directional lights do not have positions. Frame Orientation The orientation within the scene of the component's frame. Orientation is expressed in terms of the number of degrees of rotation around each of the X, Y and Z axes. This orientation is relative to the parent frame. Frame Orientation will only be displayed for scene components that have position. For example, the ambient and directional lights do not have positions. Frame Rotational Velocity The rotational velocity of the component's frame. Frame Rotational Velocity will only be displayed for scene components that have an orientation. For example, many lights do not have an orientation. Inverse Kinematics Clicking on an object and dragging normally results in it being moved within the scene. If Inverse Kinematics are enabled, the object will be rotated as though it is connected to its parent with a rotatable Joint. With Inverse Kinematics, the object is rotated so that the object's "end" points at the desired location. If the object has no identifiable "end" it will simply rotate in an undefined manner. For example, a cylinder has two potential "ends". If the cylinder is centered on its frame it is not possible to detect if the cylinder's top or its bottom should point at the desired location. Only when the cylinder has been shifted so that it is centered on either the top or bottom of the cylinder is it clear what the "origin" of the cylinder is and what the "end" of the cylinder is. The Shift Tool can be used to shift the object on its frame so that a clear "end" is detectable. A rotation range can be specified to restrict the rotation of the joint. These ranges are in degrees and are relative to the parent frame not the object's frame. The object view shows the range of motion for the joint. Inverse Kinematics joints work best when it has no restrictions or when movement is restricted to one or two axes. Inverse Kinematics can be disabled, enabled, or fixed. If set to fixed, its position will not be changed relative to its parent, but will still be part of the Inverse Kinematics chain. This is handy for bones such as Collar bones that have a specific position, but do not move. General Light Attributes All lights have color, an attenuation type and an attenuation factor. Color can ranges from black (off) to white (maximum intensity). The attenuation type and factor specify how the intensity of the light changes with distance. Whether a light is used to a source for shadows can also be set. Spotlight Attributes Spotlights have additional properties including the Range, Umbra angle and Penumbra angle. Range is the distance from the spotlight that is lit by the spotlight and is in model units. Umbra and Penumbra are specified in radians (3.14 = 180 degrees). Camera Attributes The Field of View of the Animation Camera can be set. The default is .5.
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