8

1054 Glossary
Isometric V iew
Isometric view of a scene
Aspecialtypeof
axonometric view (page 3–1007)
,
where the s ides of the object are equally inclined to
the screen, producing equal foreshortening a long
theedges. Youcancreateanisometricviewby
rotating a User view .
Keyframe Mode
Keyframe mode is active while the
Auto Key
button (page 3–760)
is tur ned on. While you are
in Keyframe mode, tr a nsforming an object or
sub-object, or changing the value of an animatable
parameter , creates an animation k ey.
Wa rn in g: When you use
freeform animation (page
3–1039)
to animate a biped, don’t use the Set Key control
(the button next to Auto Key in the animation controls).
Always use the biped-specific Set Key button and other
key controls on the
Key Info rollout (page 2–809)
.
See also
Layout Mode (page 3–1055)
Keyframes/Keys (page 3–1054)
Keyframes/Keys
The red boxes indicate keyframes, the dotted line shows
the interpolated trajec tory.
Keyframes record the beginning and end of each
transformation of an object or element in the
scene. The v alues at these ke yframes are called
keys
.
For example, if you have a box that has not been
animated, no keyframes (or keys) exist for it. If
you turn on the Auto Key button, move to frame
20, and rotate the box 90 degrees, Rotate keys
are created at frames 0 and 20. The key at frame
0 represents the orientation of the box before it
was rotated, while the key at fr ame 20 represents
the orientation of the box after it was rotated 90
degrees. When y ou play the animation, the box
rotates from 0 to 90 degrees over 20 frames.
K i nemat ic Chai n
Inverse kinematics calculates the position and
orientation of objects in a kinematic chain.
The kinematic chain is defined as a single branch
of the hierarchy that starts w ith a selected child
object and continues up through its ancestors until
it reaches the base of the chain. The base of the
chain is either the root of the entire hierarchy or