8
1076 Glossary
Left: Object m oti o n blur. Right: Object motion blur with
dithering.
Tip: Don’t use object motion blur to simulate the
blur created by a camera. For this purpose, use
image motion blur (page 3–1049)
or
scene motion
blur (page 3–1101)
.
Apply ing object motion blur is a two-step process:
1. Turn on object 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 you render, turn on object motion blur
in the
Default Scanline Renderer rollout (page
3–37)
of the Render Scene dialog.
Object motion blur works by rendering multiple
copies of the object in b etween frames and then
rendering them together. It is not affected by
camera movement.
Object Space
A book in objec t space rests on a table i n world space.
Object space is the coordinate system unique to
each object in your scene. It tracks the location
of everything applied to an object. The location
of object vertices, the placement of modifiers,
mapping coordinates, and mater ia ls are al l defined
in object space. By convention, especially in
discussions of texture mapping, object-space
coordinates are expressed as UVW coordinates, as
opposed to the XYZ coordinates of
world space
(page 3–1130)
.
Each object has its own local center and coordinate
system as defined by the location and or ientation
of the object’s pivot point. The local center and
coordinate system of an object combine to define
its object space.
When you choose Use Pivot Point Centers from
the toolbar or Use Pivot Points from the Modifier
List,youaretellingtheprogramtousetheObject
Spaceoriginofoneormoreselectedobjectsasthe
center of a transform or modifier effect.
When you choose Local from the
Reference
Coordinate System list (page 1–423)
(on the main
toolbar), you tell the program to use a selected
object’s object space for the orientation of the
active coordinate axes.