8
1044 Glossary
You can add other operators here to have them act
globally, such as Material, Display, and Speed.
Note: A global event is the only event that can be
w ired to another event without using a
test (page
3–1115)
. It’salmostalwayswireddirectlytoa
birth event (page 3–1010)
.
Impor tant: When you u se an operator globally, be sure
not to use the same operator locally (that is, in any other
events in the system) to avoid potential conflicts.
Gl obal Mot ion Cl ip Contr oll er
In
crowd animation (page 2–1006)
,acontroller
that contains the animation necessary to animate a
non-bipedal crowd of objects. It consists of a list of
motion clips and the logic needed to instance and
blend these motion clips for a crowd animation.
The Global Motion Clip Controller is accessed via
the
Crowd helper object (page 2–1038)
.
Glossiness and Specular Level
Settings
Extremes of the G lossiness and Specular Level settings
(Phong shader):
Top sphere: Glossiness=100; Specular Level=100
Left sphere: Glossiness=50; Specular Level=50
Right sphere: Glossiness=0; Specular Level=0
A material’s glossiness (or dullness) depends on
the size and intensity of its specular highlight. In
the Material Editor, the Glossiness spinner affects
thesizeofthespeculararea,andtheSpecularLevel
spinner affects the intensity of the g lossiness.
When the Specular Level is too hig h, and
Glossiness is too low, you can get harsh backlights
on your surfaces. The Soften option mitigates this.
Grav Accel
In
footstep animation (p age 3–1037)
,the
GravAccel (for gravitational acceleration)
parameter lets you scale the height of airb or ne
periods. The greater this value, the greater the
height. If the biped appears to be going too
high, reduce this value; if the biped goes too low,
increase it. Each biped has its own Gravitational
Acceleration value. The default is based on the
height of the biped.
For example, if the active
unit (page 3–891)
is
feet and the biped is 5 feet 10 inches tall, then
Gravitational Acceleration equals 32, for 32 ft.
per second per second. For other biped heights,
3ds Max sca les this value to fit the scene. The
Gravitational Acceleration value also changes to
agree with other unit systems, such as metric.
GravAccel is located on the
Dynamics &
Adaptation rollout (page 2–833)
.
Grav ity
In
footstep animation (page 3–1037)
, character
studio calculates the effect of grav ity for those
perio ds when a
biped (page 2–701)
is airborne
(a biped becomes airborne when it moves with
a running or jumping g ait) . You can use the
GravAccel (page 3–1044)
setting to scale the effect
of gravity.