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640 Chapter 12: Animation
you’re limited to the "rectangle" defined by the
limits of the joystick. When the joystick returns
to its rest position, the value gener ated returns
to zero. When this is turned on, the joystick
represents a change in the current position.
Moving the joystick forward, for example, can
cause an object to start moving, and it wi ll
continue to move until you return the joystick to
its rest position.
Joystick Buttons group
Point-of-V iew Hat (Left-Ri ght, Up-Down)—The
Sidewinder includes a mini-joystick on the tip
of the main joystick. Specify the direction this
joystick con trols in the animation.
1, 2, 3, 4—Specifies one of four buttons in t he
Sidewinder joystick. They work similarly to
the Point-of-View Hat, except that each button
increases a direct ion value only whi le pressed.
When you release the button, the v alue retur ns to
zero (centered).
Inc./Dec.—One of three options available only when
you choose one of the numbered joystick button
options. This option (Increment/Decrement)
means that the value is incremented w hen the
button is down, and decremented when the button
is up.
Inc.—When turn ed on, the value increments when
the button is down, and stays at that value when
you release the button.
Absolute—When tur ned on, the assigned
parameters jump s to the value set in the Speed
spinner when the button is dow n, and then jumps
back to zero when you release the button. Use this
for on/off animations, such as blinking lights.
Speed—Controls the rate at which the value
changes when using either the Point-of-View Hat
or the four buttons. When using a button option
and the Absolute option, this specifies the value
output when you press the button (Spinner Value:
float, -999,999 to 999,999).
Increment B ased On Direction g roup
Provides controls that let you derive the direction
of movement from a Rotation controller. These
options are used primari ly when you’re animating
a first-person flythrough (such as when controlling
a camera).
Note: The items in this area are only available when
you select Accumulate in Joyst ick Axis.
Controller—Assigns a R otation controller from
which the direction will be derived.
Cle ar—Remov es the assigned controller.
Direction X/Y/Z—Specifies the local axis that will
be used as the direction. For a Free C amera, for
example, this would be Z because the camera
points in the Z direction. However, if you had a car
that pointed along its Y axis, you’d use Y.
Component X/Y/Z—Specifies the edit binding
to use. Match this to the Edit Binding button
under Device Bindings. For example, if the Y
EditBindingbuttonisselected,choosetheY
Component option.
MIDI Device rollout
ControlsanimationusingaMIDIdevice.