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| Local Rotational Axis |
Individual axis of the joints. |
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aaadd Wed, 13 Oct 2010 04:54:07 GMT |
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| Binding |
Distributes verticies in a model to joints so the geometry can deform. |
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aaadd Wed, 13 Oct 2010 04:53:44 GMT |
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| IK Handles: IK Spline |
Used as a curved handle to keep a curved shape. |
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aaadd Wed, 13 Oct 2010 04:53:44 GMT |
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| IK Handles: IKSC |
Single Chain: used in feet as a single IK chain. |
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aaadd Wed, 13 Oct 2010 04:53:44 GMT |
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| IK Handles: IKRP |
Rotate Plane: used for shoulder-to-wrist and hip-to-ankle; used where there are ball and socket joints. |
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aaadd Wed, 13 Oct 2010 04:53:44 GMT |
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| IK |
Inverse Kinematics; makes an IK handle that finds the joints in an inverse fashion up the character. |
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aaadd Wed, 13 Oct 2010 04:50:59 GMT |
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| FK |
Forward Kinematics; motion starts at the top of the hierarchy and rotates the joints in a forward fashion. |
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aaadd Wed, 13 Oct 2010 04:50:59 GMT |
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| Custom Controls |
Used to make animating easier and special controls for the model. |
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aaadd Wed, 13 Oct 2010 04:50:59 GMT |
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| Set Preferred Angle |
Tells Maya which way to rotate a joint (typically an elbow). |
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aaadd Wed, 13 Oct 2010 04:50:59 GMT |
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| Pole Vector Constraint |
Controls the pole vector values of an IK RP Solver; used for knee and elbow joints. |
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aaadd Wed, 13 Oct 2010 01:43:03 GMT |
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| Aim Constraint |
Controls rotational values and points them toward another object using an aim vector; used for eye look-at objects. |
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aaadd Wed, 13 Oct 2010 01:43:03 GMT |
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| Parent Constraint |
Controls translation and rotation values based on a world axis. |
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aaadd Wed, 13 Oct 2010 01:43:03 GMT |
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| Orient Constraint |
Controls rotation values of an object. |
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aaadd Wed, 13 Oct 2010 01:43:03 GMT |
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| Point Constraint |
Controls translation values of an object. |
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aaadd Wed, 13 Oct 2010 01:36:43 GMT |
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| Constraints |
Hierarchy between a leader and follower (AKA driver and driven), where one object's attitude leads while another object's attitude follows; can be turned on and off and keyframed. |
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aaadd Wed, 13 Oct 2010 01:36:43 GMT |
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| Parenting |
Hierarchy between a child and a parent object; whatever is done to the parent, the child follows. |
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aaadd Wed, 13 Oct 2010 01:36:43 GMT |
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| Cluster Deformer |
Curves an IK handle and attaches to CVs. |
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aaadd Wed, 13 Oct 2010 01:36:43 GMT |
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| Deformer |
A tool that changes the shape of an object. |
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aaadd Wed, 13 Oct 2010 01:32:35 GMT |
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| Deformation |
When a model bends or twists. |
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aaadd Wed, 13 Oct 2010 01:32:35 GMT |
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| Normals |
Imagery lines which appear perpendicular to the front of a face; shows the outside of the model. |
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aaadd Wed, 13 Oct 2010 01:32:35 GMT |
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| Why model with quads? |
In order to make tesselation simpler. |
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aaadd Wed, 13 Oct 2010 01:32:35 GMT |
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| Duplicate |
Copies that don't affect one another and take up a large amount of memory. |
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aaadd Wed, 13 Oct 2010 01:30:22 GMT |
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| Instance |
Copies that are affected if the original is changed and takes up a small amount of memory. |
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aaadd Wed, 13 Oct 2010 01:30:22 GMT |
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| Tesselation |
Converts polygons into triangles when rendering. |
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aaadd Wed, 13 Oct 2010 01:30:22 GMT |
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| Topology |
How the edges flow around a model; affects how mesh will deform. |
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aaadd Wed, 13 Oct 2010 01:30:22 GMT |
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