8
Gait Pattern 1041
Main image: G-buffer used to apply a glow to lighting in a
scene
Upper left: The same scene with n o glow applied
Middle left: Objects selected using the G-buffer
Lower left: Glow applied to the G-buffer objects
You can set two kinds of these channels in the
scene to identify and group objects or materials for
a particular post-processing effect.
• You set an object’s G-Buffer Object Channel
value (see
Object Properties Dialog (page
1–111)
) to identify that object to receive a
particular post-pro cessing effect.
•Yousetamaterial’s
Material Effects Channel
(page 2–1287)
value to identify that material to
receive a particular post-processing effect.
You create object-specific or material-specific
post-processing by followi ng this general
procedure:
1. Assign a particular Object Channel ID or
Material Effects Channel ID to the objects or
thematerialsyouwanttobepost-processedor
affected by rendering effects.
2. In the Image Filter or Image Layer event or in
each rendering effect’s Options tab, choose the
channel ID that assoc iates the event with the ID
value you assig ned in the scene.
3. When you render the scene or execute the
Video Post queue, 3ds Max singles out objects
or materials that have the designated ID, and
performs its post-processing only on those
objects or materials.
Wa rn in g: The
mental ray renderer (page 3–77)
does not
recognize Z-depth with G-buffers. G-buffer data is saved
on a single layer. Also, the mental ray renderer does not
support the following effects:
•
Glow lens effect (page 3–222)
(rendering effect)
•
Ring lens effect (page 3–226)
(rendering effect)
•
Lens effects Focus filter (page 3–377)
(Video
Post)
Ga it Patter n
In
footstep animation (page 3–1037)
,thepattern
created by a gait: walk, run, or jump. When you
create new footsteps, the timing for the footsteps
is determined by the gait you have chosen and the
parameters for that gait. Gait parameters are on
the Motion panel in the
Footstep Creation rollout
(page 2–841)
.
Gait Type
In
footstep animation (page 3–1037)
, character
studio can create three types of gaits; walk, run,
or jump.
• Inawalk,atleastonefootisalwaysincontact
withtheground.Theperiodswhenoneorboth
feet are in contact with the ground are k nown
as
support periods
.
• In running, there is a p eriod between each
support period in which the body is airborne.
• Jumping is a special case of running. Both feet
are in contact with the ground at the same t ime,
or airborne at the same time.