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- ct you can also set a velocity and
- acceleration for the effect. So, for example you could have a particle be scaled a small
- amount when it is first created, but as the animation runs the particle could get larger
- and the rate of which it gets larger could increase.</p>
- <p>The <strong>Generation Duration</strong> is the length of time (in key-frames) during
- which particles are generated. You can also specify a <strong>Life Span</strong> which is
- the length of time that the particle lives. Note that this is a range so that particles
- disappear at varying times.</p>
- <p>Particles can be generated using two different methods. The particles can be emitted,
- which means that they are dropped along the path of the animation, or they can follow the
- animation path of the particle's frame. Emitted particles are particularly useful for
- smoke trails that are emitted from an object.</p>
- <p>Animating particles can be very slow, so it is important to remember to use as few
- particles as possible when designing the particle effect and then increase the number of
- particles for the final rendering.<!--mstheme--></font></td>
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- <title>Using the Reduce Operation</title>
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- <td><!--mstheme--><font face="arial, arial, helvetica"><h4>Using the Reduce Operation</h4>
- <p><img src="../images/Operation-Reduce-A.gif" alt="Operation-Reduce-A.gif (10875 bytes)" WIDTH="209" HEIGHT="235"></p>
- <p>Reduces the number of faces and points in an object while maintaining object detail.</p>
- <p>Move the slider to adjust the number of faces and points in the object. The slider is
- in 1% increments with the rightmost location being 100%. 100% means keep all of the
- object's points. Adjusting the slider to the 50% mark will reduce the number of points by
- half. Adjusting the slider to the 0% mark removes all points that can be removed while
- retaining the basic shape of the object.</p>
- <p><img src="../images/Button-WireframeSmall.gif" alt="Button-WireframeSmall.gif (934 bytes)" WIDTH="21" HEIGHT="21"> display the object in wireframe.<!--mstheme--></font></td>
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- <title>BioVision Hierarchy Import Options</title>
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- <td><!--mstheme--><font face="arial, arial, helvetica"><h4>BioVision Hierarchy Import Options (Available with <a href="registration.htm">3D
- Canvas Pro</a>)</h4>
- <p>The BioVision Hierarchy (bvh) file format is used to store animation information that
- was created using motion capture. It provides information such as the length of each limb
- of the person/animal who's motion was captured. It does not describe the appearance of the
- person/animal itself. This information is used by 3D Canvas to create a skeleton.</p>
- <p>In addition to creating a skeleton, 3D Canvas also creates a pedestal for the imported
- skeleton. This is simply a flattened cube that indicates the start position of the
- animation sequence. You can reposition and reorient this pedestal to reposition and
- reorient the animation for your scene. Once you have your scene as you would like it, you
- can delete the pedestal.</p>
- <p>You can choose the start time for the imported animation sequence by entering animation
- mode and selecting an initial frame with the animati