8
Element 1027
Element
The antler is one element of the moose head.
An element is one of two or more individual
mesh objects (that is, groups of contiguous faces)
grouped together into one larger object. For
example, if you attach one box to another, you
create one mesh object from the two b oxes. Each
box is now an
element
of the object. Any function
you perform on that object affects all its elements.
However, you can manipulate the elements
independently at the Element sub-object level.
Emitter
An emitter is an objec t that emits part icles;
particlesareborn,orfirstenterthescene,atthe
emitter’s location. By default, Particle Flow uses
the
source icon (page 2–131)
as an emitter, but
alternatively any other object in the scene can em it
particles using the
P osition Object operator (page
2–144)
.
End Effector
In
history-dependent inverse k inematics (HD IK)
(page 2–442)
, the end effector is the pivot point of
the selected child object at the end of a kinematic
chain.
The kinematic chain is a sing le branch of a
hierarchy used for animation w ith
inverse
kinematics (IK) (page 3–1052)
. The chain starts
w ith the selected child object and travels up
through ancestors until it reaches the start of the
chain. When you move the end effector, the HD IK
solver then uses IK calculations to move and rotate
all other objects in the kinematic chain to react to
the object you moved.
The end effector has two transforms: one that
connects it to its parent, and another that connects
it to the End Effector Parent. By default, the End
Effector Parent is none (equivalent to World); you
can ass ign this in the Motion panel.
Note: You can move the end effector away from
the child object, which causes the IK chain to
straighten out. When you move t he end effector
back toward the child object, joints in the IK chain
will bend again.
See also
IK Goal (page 3–1048)
Envelopes
In
Physique (page 2–927)
,theenvelopeisthe
primary tool for controlling skin deformation. An
envelope defines an area of influence about a single
link in the hierarchy. If the envelope is
deformable
(page 3–1021)
, mesh vertices within that envelope
follow the movement of the Physique
deformation
spline (page 3–1021)
. An envelope has a pair of
inner and outer bounds; the envelop e’s influence is
strongest at the inner bound, and falls off toward
the outer bound. By default, each envelope has
four cross sections. You can reshape the cross
sections, or add new ones, to change the envelope’s
geometry.
In the
Skin modifier (page 1–781)
,theenvelope
plays a similar role with respect to bones. Each
bone has its own envelope with two or more