9

958 Glossary
viewport,whatyouseeasmultipleobjectsare
multiple instances of the same definition.
If you wanted to create a school of swimming
fish, you might b egin by making many instanced
copies of a single fish. You could then animate the
swimming motion by applying a ripple modifier
to any f ish in the school. The whole school would
swim with exac tly the same motions.
Instance (Motion Mixer)
The term instance hastwomeaningsin3dsMax.
One is the standard definition (page 3–957);the
other is specific to clips in the Motion Mixer.
In general, an instance is a completely
interchangeablecloneoftheoriginalobject.
Modifyinganinstancedobjectisthesameas
modif ying t he original.
In the Motion Mixer (page 3–976), when the same
clip is used more than once on tracks, the clip
versions are either instances or adaptations (page
3–905) of each other.
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.
For example, suppose you scene contains two
bipeds that are exactly the same size, and you
use the same clip in both bipeds mixes. The
clips within one biped’s mix are instances of
one another, and clips within the mixes of the
two same-sized bipeds are als o instances of
one another. Instances have the same number
appended to the ends of their clip names in the
Mixer.
Suppose you then add a third biped of a different
size, and u s e the same clip in that biped’s mix.
The new version of the clip is an adaptation of the
clip u sed on the f irst two bipeds. An incremental
number is added to the end of the clip name in
the Mixer.
These terms are used because the Mixer adapts
each loaded clip to the biped’s size. The first time a
clip is loaded, the Mixer adapts the clip as needed,
but no distinction is made between instances and
adaptationsatthatpointbecausetheclipappears
only once .
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. If the change is the same, 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.
Interactive Renderer
Another term for the Viewport Interactive Renderer
(page 3–1030).
Interpolation
Interpolation is the calculation of intermediate
values. For example, when you set two keyf r ames
for a moving object, the object’s position
on intermediate frames is determined by
interpolation.
Inver se Kinema tics
Inversekinematics(IK)isapositioningand
animation method that is built on top of the
concepts of hierarchical linking. To understand
howIKworksyoumustfirstunderstandthe
principles of hierarchical linking and forward
kinematics.
Inverse kinematics starts with linking and pivot
placement as its foundation and then adds the
following principles: