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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
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