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Lo que paga por sus medicamentos recetadosde la Parte D

In document Evidencia de Cobertura: (página 178-182)

Models are the characters, vehicles, scenery, plants, and animals you create and animate in Animation:Master.

Model Instance Menu

Delete Removes the selected object from the project.

Rename Rename the selected object

Edit Model Opens a Window for the selected object. This can also be achieved by double-clicking the object in the Project Workspace.

Select Cache () Highlights the object that this shortcut is to.

New Chor Action Creates a new Choreography Action. New Action Adds a new action to the selected script.

New Pose Percentage

Add a new percentage property, and relationship to this model.

New Pose On/Off

Add a new On/Off property, and relationship to this model.

New Constraint Aim At

Creates a new Aim At Constraint for this object.

Kinematic

Creates a new Kinematic Constraint for this object.

Path

Creates a new Path Constraint for this object.

Translate To

Creates a new Translate To Constraint for this object.

Orient Like

Creates a new Orient Like Constraint for this object.

Roll Like

Creates a new Roll Like Constraint for this object.

Aim Roll At

Creates a new Aim Roll At Constraint for this object.

Spherical Limits

Creates a new Spherical Limits Constraint for this object.

Euler Limits

Creates a new Euler Limits Constraint for this object.

Translate Limits

Creates a new Translate Limits Constraint for this object.

Surface

Creates a new Surface Constraint for this object.

Scale Like

Creates a new Scale Like Constraint for this object.

Aim Like Two

Creates a new Aim Like Two Constraint for this object.

Aim Roll Like Two

Creates a new Aim Roll Like Two Constraint for this object.

Bone To Spring

Creates a new Bone To Spring Constraint for this object.

Rigid Body

Creates a new Rigid Body Constraint for this object.

Import Action...

Imports a saved action and adds it to the selected object.

Bake All Actions...

Bake All Actions into Chor Action

This feature collects all of the actions, reusable or not, on an object and bakes them into just one simple choreography action. This choreography action can be saved out by right-clicking (Control-click on a Mac) a choreography name in the Project Workspace tree (this will save actions for all objects in the choreography), a model shortcut in a choreography, or within an object's manipulator in a choreography window. Then choose “Export Action As…” from the menu.

Draw Modes

Bound, Vector, Curved

Render Mode

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Pickable

Object Pickable/Unpickable

Add Polygon Modifier

Adds PolyModifier to a Model or Group. Choose the type of polymodifier you desire from the list of plugins installed. To remove a polymodifier from a model or group, click the PolyModifier icon under the action in the Project Workspace and press on the keyboard.

Plug-ins

Extension Plugins (.hxt) may be available for this object.

Properties

Edits the selected object's properties.

Model Properties

Bone Position

Visible: Sometimes. Position of bone with out motion.

Transform

Read-Only on Cache. Stores any motion for this bone, includes translate, scale and rotate. and cannot be set on the cache, but is visible so that relationships can be created that are controlled by it.

Roll-Method

Advanced, Default: Y-Poles-Singularity. Default Roll Behavior There are several situations in which a bone is given clues about where to aim, but no further information about what should happen with the roll handle. In a sense only two of the three degrees of freedom are clearly defined: an Aim At constraint, inverse kinematics, and grabbing the end of the simple bone manipulator are a few examples. When this occurs, a bone’s roll is determined by what is known as its “default roll behavior”: it tells the bone how it should be rolled at any given aim direction, and is intended to be the best in most situations. Occasionally you may rotate a bone and find this default behavior undesirable. To remedy it, simultaneously press the [Ctrl] key on the keyboard ([Cmd] key on the Mac) to automatically compute a minimal visible roll, or use the Rotate manipulator, which defines all three degrees of freedom, or choose a different roll method. These roll behaviors do not occur between keyframes when using quaternion interpolation.

Z-Singularity: This is the default roll method for all geometry driving bones,

the default roll behavior is to try not to roll at all if in the same hemisphere as the bone was defined. This gives the bone a kind of “sweet spot “ in the shape of a hemisphere around the bone’s original creation direction.

Y-Poles-Singularity: This roll method is used for all bones except geometry

driving bones, such as lights, cameras, nulls, forces or models. Its behavior is not to roll unless pointed in the same or opposite direction as the roll handle. This creates the behavior of a camera that is mounted above a basketball court. It always tries to keep the top of the players heads up in

the frame of the camera. This is clearly defined everywhere except directly underneath (or on top) of the camera. That is why it is called Y-Poles. This behavior is good for lights and cameras.

Roll-History: This method determines the roll direction based on where the

roll was before the bone was rotated. It essentially uses the history of the roll handle to determine where it should be. One downfall of this method is that given a certain direction for the bone, there is no definitive location that the roll handle will be. It depends on where it was before. However this technique has no singularities or odd rotating gimbal locations.

Euler Order

Advanced, Default: Automatic. This property controls the order which is used to convert a rotation into three euler angles (x,y,z). This property will rarely ever need to be changed from its default. The euler angles are used for 1-D smartskin, roll-like constraints, as well as expressions based on just one of the three components of a rotation. Animation Master internally stores and calculates rotations as quaternions. However it if the angle came from a Euler rotation driver, it keeps the euler angles as well. It stores these unconverted raw euler angles for future use, and marks a flag that says the euler angles are valid. This serves two purposes; one is speed, why convert to an euler again, if we already have that answer. The second is to preserve large euler angles, so that they may be scaled up or down accurately by roll- like constraints or expressions. Many operations in AM can mess up this pre-computed euler angle state though. Any other kind of rotate driver, like a quaternion driver, or a vector driver, as well as all types of rotate constraints will store a quaternion, and tromp the carefully stored eulers. Even an additional Euler driver can mess it up, if the two are blended with add, since it is the quaternions which are added. The result is converted back to euler when needed. Rotation compensation applied by actions used on models whose bones are oriented differently than the one for which it was created will also invalidate the euler angles. When any of these invalidations occur, the euler angles are not available, so new euler angles are computed from the quaternion. This property controls how those euler angles are computed. The default is automatic. Occasionally this automatic behavior produces discontinuities in the resulting euler angle when the decision switches states. In this case, choosing one of the fixed euler orders is recommended.

YXZ: This is the same order used by the Euler Rotation Driver. It is the

primary order used by Animation Master. Z rotations are king, and can range from -180 to 180 degrees. X rotations are next and can also range from -180 to 180 degrees. Y is last, and can only range from 0 to 180 degrees.

XYZ: This is an alternative order, and usually would only be desired when

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In document Evidencia de Cobertura: (página 178-182)