8

1050 Glossary
Yo u c a n a l s o a p p l y i m a g e m o t i o n b l u r a s a
render
effect (page 3–265)
.
(Another option,
object motion blur (page
3–1075)
, is not meant to simulate a camera, but to
improve the rendered appearance of fast-moving
objects.)
Applying image motion blur is a two-step process:
1. Turn on image motion blur for the object you
want to blur, using the
Object Properties dialog
(page 1–111)
.
You cannot apply both image motion blur and
object motion blur to the same object in the
same rendering.
2. Before y ou render , turn on image motion blur
in the
Default Scanline Renderer rollout (page
3–37)
of the Render Scene dialog.
Tips and L imitations
Imagemotionblursmudgestheobjectbycreating
a smearing effect, instead of superimposing
multiple images the way object mot ion blur does.
It considers camera movement. Image motion blur
is applied after scanline rendering is complete.
Because image motion blur is applied after
rendering, it can’t account for object overlap.
When blurred objects overlap, blurring doesn’t
work correctly and there are gaps in the
rendering. To fix this problem, render each
blurred objec t separately, to a different layer,
and then composite the two layers using the
Alpha Compositor in Video Po st (or another
compositing tool.
The overlap problem also applies to objects
behind an object rendered with raytrace
refraction.
Image motion blur doesnt work with objects
that change topolog y. This includes NURBS
objects that are animated so their tessellation
(
surface approximation (page 1–1241)
)
changes. Regular tessellation doesn’t change
in this way. This also includes Displacement
mapping and Optimization.
Image motion blur can yield strange results
with objects that have a
MeshSmooth modifier
(page 1–714)
applied to them. If you see this
happening, turn of the MeshSmooth modifier’s
KeepFacesConvextoggle(intheSettings
rollout). This w il l fix the problem.
Image motion blur is not applied to reflections
of objects. It is applied only to act ual geometry.
In Place Mode
When you play an animation of a
biped character
(page 2–701)
that travels, you can use In Place
mode to keep the biped visible in the viewports.
Use this for biped key editing, or adjusting
envelopes with
Physique (page 2–927)
.InPlace
mode prevents XY movement of the biped’s center
of mass during playback; motion along the Z-axis
is preserved.
This control is a three-button flyout: you can
also restrict X movement without restricting Y
movement, or vice versa.
ThestateofInPlaceModeissavedwiththeMAX
file.
The In Place flyout is located on the expanded
Biped rollout (page 2–791)
.
Independent
DescribesaNURBSobjectorsub-objectthatis
not depende nt on any other object in a NURBS
model. For example, a NURBS c urve created using
the Create command panel does not depend on
other objects.