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300 Chapter 12: Animation
Point3: A general-purpose, three-component data
type that work s with RGB color values. It uses
most of the standard controllers.
Color: A special data type designed specifically for
working with RGB and HSV color values. Color
uses the Bezier and RGB controllers.
Color Point3 Control ler
You can assign any of a variet y of Point3 cont rollers
to a material’s color channels, including Po int3
Expression, Point3 List, Color RGB (described
later in this topic), and so on. When using Point3
controllers for color parameters, an important
issue is behavior of the Key Value fields, labeled X,
Y, Z. They store color values using only the RGB
color model.
•TheXvaluefieldstoresRedcolorvalues.
The Y value field stores Green color values.
The Z value field stores Blue color values.
ThePoint3KeyValuefieldsdonotclampatthe
valid color range of 0 to 255. Va lues that drop
below 0 or exceed 255 are ignored by the color
parameter but are still displayed in Track View.
B ezier Color Controll er
The Bezier Color controller (see Bezier Controllers
(page 2–310)) is a data ty pe that uses Bezier key
interpolation. You can use RGB or HSV color
models with the Bezier C olor controller.
Thechoiceofcolormodelisglobalforallkeys
used by the controller. You can switch between
colormodelsanytimeandcolorkeyvaluesare
correctly converted.
The Color Value fields are limited to a range of
0 to 255. You can drag the color keys above 255
in Track View Curve Editor, but the values are
clamped at 255.
Color R GB Controller
Assign a Color RGB controller (page 2–317) to
break a Color controller into three separate
Bezier Float controllers. Each of the R, G, and B
componen ts of color uses its own track.
Use the Color RGB controller when you want to
have separate key patterns or controller types for
each color component.
Morph Contr oll ers
You can choose from two morph controllers: Cubic
and Barycentric; they manage how mor ph targets
blend from one target to another. Morphing can
also be achieved by applying a Morpher modifier
(page 1–729) to an object.
Cubic M or ph Control l er
ACubicMorphcontrollerisaTCB-style
controller. It uses Tension, Continuity, and Bias
controls much like the generic TCB controller.
The Cubic Morph controller manages only the
interpolation from one morph target to the next. If
you want to add Morph keys or change t he morph
target, you must use the Pick Targets and Current
Targets rollouts (page 1–314) in the Modif y panel.
B a r y cent r ic M or ph Contr oller
The Barycentric Morph controller (page 2–309)
is also a TCB controller like the Cubic Morph
contro ller, except that instead of each key
representing a single t arget, each key represents
a series of weights for all targets. A Barycentric
Morph key represents a new object which is a
blending of all targets.
You can adjust each morph key to percentages
of the available morph targets, c reating subtle
adjustments in the animation.