9

Adapt Locks 905
During the update pass, progress is indicated by a
row of pixels (white by default) that descends the
rightedgeoftheActiveShadewindow.
Adapt Locks
By default, char acter studio automatically adapts
biped keys when you edit footsteps in a footstep
animation (page 2–856).Youcanavoidthis
adaptation by using the Adapt Locks toggles on
the Dy namics & Adaptat ion rollout (page 2–980).
Each toggle locks a specific track so that character
studio do esn’t adapt it when you edit footsteps.
Adapt Locks applies only to footstep animation,
not to f reeform animation.
Adaptati on
In the Motion Mixer (page 3–976),whenthe
same clip is used more than once on tracks, the
clip versions are either instances (page 3–958) or
adaptations of one another.
The same clip used more than once for one biped,
or for different bipeds of the same size, is an
instance. T he same clip used for different-sized
bipeds is an adaptation.
These terms are used because the Mixer adapts
each loaded clip to the biped’s size. The first t ime a
clip is loaded, the Mixer adapts the clip as needed.
When the clip is cloned or loaded again, the Mixer
adapts the new clip to the biped as needed, then
compares the change to previously loaded versions
to see if it’s the same. If so, the new clip and its
previous versions are instances of one another.
If not, the new clip and previous versions are
adaptations of one another.
In footstep animation, the term adaptation refers
to keys generated for a footstep sequence. When
you edit active footsteps, body and leg keys are
adapted automa tically. By analogy, the footsteps
become a kind of "gizmo" for manipulating the
keyframes of your character’s animation. In most
cases, edits you make to footsteps will act upon
your keys in an intuitive fashion. See Footstep
Animation (page 2–856).
Adaptive Degradation
Adaptive degradation changes the displa y in
shaded viewports so the display can keep up with
the current operation. For example, while you are
zooming a v iewport, the display m ight change
fromshadedtoboxesduringthezoomoperation,
then change back to a shaded display when you
have finished zooming.
The Adaptive Degradation Toggle (page 1–34),
when turned on, causes viewport display to
degrade according to settings on the Adaptive
Degradation panel (page 3–859) of the Viewport
Configuration dialog. When the Adaptive
Degradation toggle is turned off, viewports retain
their display settings at all times, but operations
such as zooming or animation playback cause a
slow screen refresh rate. In this state, animation
playback might have to drop frames to keep up
with real-time playback.
You can set the parameters that control the
trade-off between display quality and display
speed. The selected levels determine which
renderinglevelsthesoftwarefallsbacktowhenit
cannot maintain the desired display speed. You
canchooseasmanylevelsasyouwant,butyouare
advised to choose only one or two levels for each
type of degradation.
Note: When you use Arc Rotate (page 3–744) in
a shaded viewport while Adaptive Degradation
Override is off, objects degrade to bounding boxes
regard less of the adaptive degradation settings.
TheAdaptiveDegradationToggleisaccessedfrom
the Views menu; you can a lso u se the O (letter ’o’)
keyboard shortcut to toggle it on and off.