2008
size of the specular area, and the Specular Level spinner affects the intensity
of the glossiness.
When the Specular Level is too high, and Glossiness is too low, you can get
harsh backlights on your surfaces. The Soften option mitigates this.
GravAccel
In
footstep animation on page 7790 , the GravAccel (for gravitational
acceleration) parameter lets you scale the height of airborne 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 on page 7601 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 scales 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 on page 4336 .
Gravity
In
footstep animation on page 7790 , character studio calculates the effect of
gravity for those periods when a
biped on page 4069 is airborne (a biped
becomes airborne when it moves with a running or jumping gait). You can
use the GravAccel on page 7804 setting to scale the effect of gravity.
7804 | Glossary