2008
record the position of various parts of the talent's body while performing
motions.
Posture
When you work with a
biped on page 4069 , the posture refers to the position
of selected biped parts, as opposed to the overall
pose on page 7899 . You can
copy and paste postures. See
Copy/Paste Rollout on page 4308 .
Precedence
You control an
IK solution on page 7813 by setting joint precedence to
determine which joints contribute the most to the IK solution and which
joints contribute the least.
Joints with high precedence values are calculated first, and, therefore,
contribute more motion to the IK solution. Joints with low precedence values
are calculated last, and, therefore, contribute the least motion to the IK
solution.
Joints with equal precedence values are calculated by their order in the
hierarchy. Joints deeper in the hierarchy (closer to the end effector) are
calculated first and joints closer to the root are calculated last.
Premultiplied Alpha
There are two methods of storing alpha in a bitmap: premultiplied and
nonpremultiplied.
To composite an image that is in nonpremultiplied format, the alpha must
be multiplied by each of the R, G, and B channels before adding it to the color
of the background image. This provides the correct transparency effect, but
it must be done each time you composite. With premultiplied alpha, you store
the R, G, and B components with the alpha already multiplied in, so
compositing is more efficient.
This is not the only reason that 3ds Max stores images in the premultiplied
format. When you render an image, you typically want the edges of the objects
to be antialiased. This effect is achieved by determining the fractional coverage
of pixels on the edge of the object, and then adjusting the alpha of the pixel
7900 | Glossary