2008
The light view works much like a targeted camera view. You first create the
spotlight or directional light and then set the viewport to that light. What
you see in the viewport is the view from the light looking into the scene. This
is very useful for adjusting the correct distances of hotspot and falloff for the
light.
Phases of Leg Motion
A leg's motion has four phases, beginning with the foot on the ground. Then
the foot lifts, moves through the air, and returns to the ground again. Biped
divides this motion into four phases, as follows:
■ Touch Occurs at the leg keyframe where the leg's foot first touches the
ground and always corresponds with the start frame of a footstep in Track
View — Dope Sheet.
■ Plant Occurs after touching, and before lifting. It is always in between
the start and end frames of a footstep in Track View — Dope Sheet.
■ Lift Occurs at the keyframe where the leg's foot lifts off the ground, and
always corresponds to the end frame of each footstep in Track View —
Dope Sheet.
■ Move Occurs while the foot is in the air and is always in the intervals in
between steps in Track View — Dope Sheet. In walking, while one foot
moves, the body is supported by the other leg. In running or jumping,
while a foot moves there is a period where the body is not supported, and
moves in midair.
Photometry
When you use
photometric lights on page 4951 , 3ds Max provides physically
based simulation of the propagation of light through an environment. The
results are not only highly realistic renderings, but also accurate measurements
of the distribution of light within the scene. The measurement of light is
known as photometry. This topic introduces the quantities used for defining
and measuring light.
There are several theories that describe the nature of light. For this discussion,
we define light as radiant energy capable of producing a visual sensation in a
human observer. When we design a lighting system, we’re interested in
evaluating its effect on the human visual response system. Thus photometry
7892 | Glossary