Cg programs can perform physical simulation, compositing, and other nonshading tasks.
See Character asset .
In MotionBuilder, also referred to as the Character. The link between a motion source (such as an Actor , a Control rig , or another character) and a character model .
See also model .
In MotionBuilder, the shapes on a face model which can be driven with live input, recorded motion capture data, devices, and constraints.
See also shape .
The process of creating a link between a data source and a 3D model with a skeleton.
See also Character asset .
In MotionBuilder, a 3D object composed of a skinned model with a skeleton.
You can animate a character model by linking it to a motion source via a Character asset.
See also model , skeleton , motion source , and Character asset .
A portion of the video signal that contains color information (hue and saturation). Video picture information contains two components: luminance and chrominance.
See also luminance .
A shape made of cluster groups by translating, rotating, and scaling the clusters for use in the Shapes Mapping pane.
See also Character Face and cluster .
A device that controls the way two or more channels work together. It determines the priority of the channels (which picture appears in front and which ones in back) and the types of transitions that can take place between them.
See also channel .
See COM port .
An object whose movement is determined by the behavior of another object, using a constraint.
See also constraint .
A restriction of the behavior of one object (constrained object) based on the behavior of another object (source object).
See also constrained object and source object .
See cross chrominance .
The segment of optical data that is currently selected in the Optical editor. When a segment is selected and active (not set to Done in the Label pane), it is colored green.
See also segment .
Also referred as custom keying mode. A set of user-defined properties that define a character’s effector (or an object) in 3d space which will be captured when a keyframe is created.
A custom keying group can be either: global (can be applied to any character or object in a scene); local (only ever applies to the object(s) that are selected at the time the keying group is created); or object (can be applied to any object in a scene).
See shader .