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on slider.</p>
<p><strong>Import Style<br>
</strong><br>
There are three possible import styles available. You may choose to create a skeleton made
up of Limb Placeholders, <a href="componentbones.htm#Standard">Standard 3D Canvas Bones</a>,
or <a href="componentbones.htm#Rounded">Rounded 3D Canvas Bones</a>. If you are planning
to use a jointed model you will want to use Limb Placeholders. If you are planning to use
a skin you will want to use one of the bone formats.<br>
<br>
If you choose one of the bone types, limb placeholders will also be created to aid in
positioning. Once you have oriented the placeholders to match your skin you can delete the
placeholders.<br>
<br>
Note that no matter what style you choose the skeleton created will not be an Inverse
Kinematics capable skeleton. BioVision's techniques for recording skeletal information
does not provide information that is entirely compatible with 3D Canvas' Inverse
Kinematics, and does not provide information such as joint range of motion. Importing of
BioVision Hierarchies is simply a way to add life-like animation to 3D Canvas scenes.</p>
<p><strong>Key-Frames/Second</strong></p>
<p>The number of Key-Frames per second the animation is recorded at is provided by the
creator of the file and automatically entered here. If you want to make the animation run
slower you can increase this number. If you want to make the animation run faster you can
decrease this number.</p>
<p><strong>Percentage of Original Size</strong></p>
<p>Once an animation is imported there is no practical way to change the size of the
skeletal structure. Since the skeletal structure is simply the position and orientation of
joints at various time intervals it would require repositioning the joints of the skeleton
for each key-frame in the animation.</p>
<p>Some trial and error will be required to get the correct import size. It is generally
easier to change the model to fit the animation information, but that may not always be
possible.</p>
<p><strong>Repetitions</strong></p>
<p>You can choose to repeat an animation sequence. Some animation sequences such as
walking or running work well with this option.</p>
<p><strong>Include Keys</strong></p>
<p>You can enter a key-frame range to import a sub-section of an animation sequence. This
is particularly useful if you are doing trial imports to determine the correct scaling
factor for your model.</p>
<p><strong>Include Relaxed State</strong></p>
<p>Selecting this option will result in the inclusion of the relaxed state for the
skeleton as the first key-frame in the animation. Note that not all BioVision Hierarchy
files contain a truly relaxed version of the skeleton.</p>
<p><strong>Include X-Axis Movement/Include Y-Axis Movement/Include Z-Axis Movement</strong></p>
<p>You can use these options to select whether to import the actual XYZ movement of the
skeleton. Normally you will want to include at least the X and Y axis movement since these
are critical the realism of the animation. Joint orientation is always imported no matter
what the values of these options.</p>
<p><strong>Hierarchy Components</strong></p>
<p>Each joint position, relative to its parent, is listed so that you can set individual
scale factors for selected joint positions. This can be quite handy if you have a model
that cannot be resized to fit the skeleton. There is a lot of trial and error required to
resize a skeleton to fit a model, but with patience it is not too difficult. Ensure that
your <strong>Percentage of Original Size</strong> results in legs that are the correct
length before starting to adjust the position of individual joints. Importing can be time
consuming so be sure to set<strong> Include Keys</strong> to import a single key so that
your wait times are reduced.<!--mstheme--></font></td>
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