8

Adapt Locks 999
The U pdate S hading Pa ss
Updating shading takes the buffer created by the
first pass, initialization, and uses information in
that buffer to change the color of pixels when you
makechangestolightsandmaterialsinthescene.
During the update pass, progress is indicated by a
row of pixels (white by default) that descends the
rightedgeoftheActiveShadewindow.
Adapt Locks
By default, character studio will automatically
adaptbipedkeyswhenyoueditfootstepsina
footstep animation (page 2–714)
.Youcanavoid
this adaptation by using the Adapt Locks toggles
on the
Dynamics & Adaptation rollout (page
2–833)
. Each toggle locks a specific track so that
character studio doesn’t adapt it when you edit
footsteps.
Adapt Locks applies only to footstep animation,
not to f reeform animation.
Adaptati on
In the
Motion Mixer (page 3–1070)
,whenthe
same clip is used more than once on tracks, the
clip versions are either
instances (page 3–1052)
or
adaptations of one another.
The same clip used more than once for one biped,
or for different bipeds of the same size, is an
instance. The same clip used for different-sized
bipeds is an adaptation.
These terms are used because the Mixer adapts
each loaded clip to the biped’s size. The first time a
clip is loaded, the Mixer adapts the clip as needed.
When the clip is cloned or loaded again, the Mixer
adapts the new clip to the biped as needed, then
compares the change to previously loaded versions
to see if it’s the same. If so, the new clip and its
previous versions are instances of one another.
If not, the new clip and previous versions are
adaptations of one another.
In footstep animation, the term
adaptation
refers
to keys generated for a footstep sequence. When
you edit active footsteps, body and leg keys are
adapted automatically. By analogy, the footsteps
become a kind of "gizmo" for manipulating the
keyframes of your character’s animation. In most
cases, edits you ma ke to footsteps wi l l act upon
your keys in an intuitive fashion. See
Working
w ith Footstep Animation (page 2–714)
.
Adaptive Degradation
Adaptive degradation changes the display in
shaded viewp orts so the display can keep up with
the current operation. For example, while you are
zooming a viewpor t, the display m ight change
fromshadedtoboxesduringthezoomoperation,
then change back to a shaded display when y o u
have finished zooming.
The
Adaptive Degradation Toggle (page 1–34)
,
when turned on, causes viewport display to
degrade according to settings on the
Adaptive
Degradation panel (p age 3–901)
of the Viewport
Configuration dialog. When the Adaptive
Degradation toggle is turned off, view por ts retain
their display settings at all times, but operations
such as zooming or animation playback cause a
slow screen refresh rate. In this state, animation
playback might have to drop frames to keep up
with real-time playback.
You can set the parameters that control the
trade-off between display quality and display
speed. The selected levels determine which
renderinglevelsthesoftwarefallsbacktowhenit
cannot maintain the desired display speed. You
canchooseasmanylevelsasyouwant,butyouare
advised to choose only one or two levels for each
type of degradation.