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Initial Pose 1051
Initial Pose
When you apply
Physique (page 2–927)
to a
skeleton, the initial pose is the original position
of the mesh relative to the skeleton. Some of the
Physique sub-object levels (page 2 –980)
have an
Initial Skeleton Pose control that temporarily puts
the mesh into its initia l pose.
Initialize
In
Physique (page 2–927)
,whenyouattacha
mesh
(page 3–1066)
to a skeleton such as a biped, the
modifier is initialized. This process creates the
links of the
deformation spline (page 3–1021)
,
the
envelopes (page 3–1027)
around the links to
control the mesh, and so on.
Inputs: Event
In Particle Flow, you create a
particle diag ram
(page 3–1083)
by connecting
events (page 3–1029)
using
w ires (page 3–1127)
. Each wire links an
output (page 3–1081)
with an event input, which is
the connector sticking up from the top of an event.
Event inputs
Instance
An instance is an in terchangeable clo ne of the
original. Modifying an instanced object is the
same as modifying the original.
Instances are not only alike in geometry, but
also share modifiers, m aterials and maps, and
animation controllers. When you change one
instance by applying a modifier, for example, all
the other instances change with it.
Each instance has its own set of transforms, object
properties and sp ace warp bindings; these are not
shared among instances.
Within the program, instances derive from the
same master object. What you’re doing is applying
a single modifier to a single master object. In the
viewport,whatyouseeasmultipleobjectsare
multiple instances of the same definit ion.