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Influence 957
Influence
An influence is the object that is required for
the behavior or appearance of another object to
be correct. For example, an eye with a LookAt
Constraint (page 2–406) onatennisballisa
dependent of the tennis ball, and the tennis ball is
an influence of the eye.
See also
Display Influences in the Select Objects dialog
Select Influences in the XRef Merge dialog
Initial Pose
When you apply Physique (page 2–1076) to a
skeleton, the initia l pose is the or iginal position
of the mesh relative to the sk eleton. Some of the
Physique sub-object levels (page 2–1129) have an
Initial Skeleton Pose control that temporarily puts
the mesh into its initial p ose.
Initialize
In Physique (page 2–1076),whenyouattachamesh
(page 3–972) to a skeleton such as a biped, the
modifier is initialized. This process creates the
links of t he deformation spline (page 3–927),the
envelopes (page 3–934) around the links to control
the mesh, and so on.
Inputs: Event
In Particle Flow, you create a particle diagram
(page 3–989) by connecting events (page 3–935)
using w ires (page 3–1033).Eachwirelinksan
output (page 3–987) with an event input, which is
the connector sticking up from the top of an event.
Event inputs
Instance
An instance is an interchangeable clone of the
original. You can instance objects, modifiers,
controllers, materials, and maps. Changing an
attribute of an instanced item also changes the
same attribute of all instances.
Object instances are not only alike in geometry,
but also share modifiers, materials and maps, and
animation controllers. When you change one
instance by applying a modifier, for example, all
the other instances change with it.
Each instance has its own set of transforms, object
properties and sp ace warp bindings; these are not
shared among instances.
Within the program, instances derive from the
same master object. What you’re doing is applying
a single modifier to a single master object. In the