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Velocity Blends group
A Velocity Blend object is one that has its positions blended based on velocity
(like a biped's COM). Objects used for Velocity Blending are most commonly
the roots of the mix hierarchy. When you pick an object for velocity blending,
its animation will accumulate based on its trajectory in the scene; for example,
choosing the root of a character as the blend object will ensure that the
character’s animation is transitioned relatively from clip to clip, so the
character keeps moving through world space instead of repeating each clip as
absolute. All children of the root will follow in the transition.
In some cases, you might want to use velocity blending for a child object.
By default, the Transition Editor uses no velocity blend objects.
IMPORTANT If you use velocity blending, pick your blend objects before you
optimize the transition.
Velocity Nodes list Lists the objects you have chosen for velocity blending.
Select Velocity Nodes Click to display a Pick Nodes dialog on page 3772
and choose the objects to velocity blend.
Delete Velocity Nodes Click to delete the highlighted objects from the
list.
Set Other Transition Velocity Nodes Copies the set of velocity blend
objects to all other transitions in the current track.
Roll When on, accumulates the roll (X) angle during the transition. When
off, the angle is simply blended with the next clip. Default=on.
The spinner value lets you specify an additional angle to add to the roll.
Pitch When on, accumulates the pitch (Y) angle during the transition. When
off, the angle is simply blended with the next clip. Default=on.
The spinner value lets you specify an additional angle to add to the pitch.
Yaw When on, accumulates the yaw (Z) angle during the transition. When
off, the angle is simply blended with the next clip. Default=on.
The spinner value lets you specify an additional angle to add to the yaw.
3770 | Chapter 15 Animation