9

Topology-Dependent Modifier 1023
from one to the other would ca use the object to
crumple or turn i nside out as it morphs.
Topol ogy -Depend ent M odif i er
Topology-dependent modifiers perform
operations on explicit, topological sub-object
selections. The Edit Mesh and Mesh Select
modifiers are examples of modifiers that perform
operations or selections on explicit vertex or face
numbers. When these modifiers are present in
the stack, you can adversely affect their results if
you v isit previous stack operat ions and change
the topology (the number and order of f aces and
vertices) being passed to them. When you do this,
atopology-dependencewarningalertsyoutothe
situation.
Touch
In footstep animation (page 3–943), the state of the
bipedfootonthefirstframeofafootstep.
Track
A track is a linear representation of animation
occurring over time. You can think of a track as a
long, straig ht railroad track, with the animation
starttimeatoneend,andthefinishtimeatthe
other. Keys are placed on the track at intervals that
correspondtothetimealongthetrack.
The term track is used in several areas of character
studio, including the following:
E ach animatable object and parameter in
3ds Max and character s tudio has its own
animation track, which you can view and edit
in Track View (page 2–888).
Tools are available especially for working with
bipedtracks.Thecenterofmassisuniquein
that it has sep arate tracks for hor izontal and
vertical animation, which you can select on the
Motion panel > Track Selection rollout (page
2–945).Youcancopy and paste tracks (page
2–926) on biped objects to other bipeds with
the Copy/Paste rollout (page 2–966).
•IntheKey f raming Tools rollout (page 2–962),
you can clear all animation or just selected
tracks.
•IntheMotion Mixer (page 2–604),thelinear
areas that hold motion clips are called tracks.
Several tracks can be stacked on top of one
another to u se animation from all tracks at the
same time.
Track Vi ew
Track View provides a visual representation
of animation keys, allowing you to view, edit,
copyandadjustoneorseveralkeysatatime.
This is where you control the timing of your
animation, through the manipulation of keys,
cur ves and ranges. You can also assig n animation
controllers to interpolate or control all the keys
and parameters for the objects in your scene.
Track View h as two w indows, a Controller window
and a Key window. The Controller window shows
the hierarchy of linked objects, as well as the
modifier stack and transform tracks. The Key
window displays keys, curves and ranges. Keys are
color coded to show what is animated.
Track View u ses two different modes. Curve Editor
mode (page 2–507) displays key interpolation as
curves, and allows you to edit the curves. Dope
Sheet mode (page 2–507) displays the animation as
a spreadsheet of keys and ranges. Dope Sheet has
twomodes,EditKeyandEditRanges.