Model Costume TImeline

The Model Costume timeline enables you to turn on morphing, define the frames which the Model will appear, define the specific Model to be used, and add Special Effects.

Morphing - Enables one model to gradually change shape into another model. Quadratic morphing interpolates between three models to give a slightly smoother transformation.

To morph a model from one costume to another there must be at least two Costume timelines. Each timeline will have associated with it a model (from an MFX file). The appearance of the model will gradually change from the form described in one file to the form described in the other, as long as the two models have the same number of vertices, edges and faces. If the two models are not sufficiently alike, the costume will sharply 'snap' from one model to the other at the keyframe.

Wireframe If checked, the Renderer will render this Actor as a wireframe (not hidden line) in the scene with other Actors which may not themselves be wireframe. The wireframe is rendered anti-aliased. It works best at high resolution with best anti-aliasing and accelerated aliasing turned OFF because wires are quite thick at low resolution. Note that the Actor still casts a solid shadow and will appear solid in any reflections or ray traced features.
Self Shadow If this box is checked (by default), the Actor casts a shadow on itself when Ray traced shadows are being rendered. This setting is ignored in non-ray traced rendering mode.
Cast Shadows If this box is checked (default), the Actor casts shadows. This could be shadows on the ground or on other Actors. In non ray traced mode only spotlights cast shadows, except in the special case where an Actor has been assigned a "pseudo" shadow plane - in the designer.
Show Shadows If this box is checked (by default), the Actor shows shadows (on itself) from other Actors. Note again that only spotlights show shadows on other Actors, except in ray tracing mode.