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812 Chapter 13: reactor
Dis play R oll out
Utility pane l > rea ctor > Disp lay rollout
This rollout lets you specify display options
for pre viewing (page 2–815) your simulation,
including cameras and lig hting. These options
have no effect on the a ctual behavior of the final
animation; they affect only the appearance of the
preview w indow (page 2–815).
Inter face
Came ra—Click this button and then pick a camera
from the viewports to us e as the initial view for
the display. Your chosen camera’s name appears
on the button. If you don’t assign a camera, the
settin gs on the current Perspective v iewp ort (if
any) are u sed initially in the Preview Window.
Camera Clippi ng Pla nes—Ifacameraisassigned,
the display tries to use the camera to generate
clipping planes. If no camera is assigned, reactor
usesdefaultvaluesfortheclippingplanesinthe
display.
Use Def aul ts —It is p o ssible that the clipping planes
for your sp e cified camera are not sufficient to
display everything in the scene. Rather than
having to change these values in the window every
timethesimulationisrun,youcanturnoffUse
Defaults and t hen specif y your own clipping planes
using the Near Plane and Far Plane values.
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Near Plane—The near plane to be used when
UseDefaultsisoff.
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Far Plane—The far plane to be used when Use
Defaults is off.
Lights—Lists the scene li ghts reactor us es for the
preview. When the list is empty, reactor creates
and uses a flashlig ht at the c amera position; you
can toggle this light from the Preview Window >
Display menu. You can combine up to six omni
lights or spotlights to create the preview lighting .
Choose lights from the scene one at a time with
the Pick button, or add from a list of the available
lights in the scene using the Add button. To
remove a light from this list, highlight it in the list
and then click Delete.
Tex ture Quality —Thesize(NxNpixels)ofthe
textures generated for use in the display. A smaller
value uses less memory.
Mouse Spring—These options allow you to
configure the spring used when you select
objects with the right mouse button (Havok 1) or
Spacebar (Havok 3) in the previewwindow(page
2–815).
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Stiffness—The stiffness of the mouse spring.
If the mouse spring is too strong you might
be able to pull objects through each other ;