9

960 Glossary
Isometric V iew
Isometric vie w of a scene
Aspecialtypeofaxonometric view (page 3–913),
where the sides of the object are equally inclined to
the screen, producing equal foreshortening along
theedges.Youcancreateanisometricviewby
rotating a User view.
Keyframe Mode
Keyframe mode is active while the Auto Key
button (page 3–717) is turned on. While you are
in Keyframe mode, transforming an object or
sub-object, or changing the value of an animatable
parameter, creates an animation key.
Wa rning: When you use freeform animation (page
3–945) to animate a b iped, don’t use the Set Key control
(the button next to Auto Key in the animation controls).
Always use the biped-specific Set Key button and other
key controls on the Key Info rollout (page 2–954).
See also
Layout Mode (page 3–961)
Ke yframes/Keys (page 3–960)
Keyframes/Keys
The red boxes indicate keyframes, the dotted line shows the
interpolated trajectory.
Keyframes record the beginning and end of each
transformation of an object or element in the
scene. The values at these keyframes are cal led
keys.
For example, if you have a box that has not b een
animated, no key f rames (or keys) exist for it. If
you turn on the Auto Key button, move to frame
20, and rotate the box 90 degrees, Rotate keys
are created at frames 0 and 20. The key at frame
0 represents the orientation of the box before it
was rotated, while the key at fr ame 20 represents
the orientation of the bo x after it was rotated 90
degrees. When you pla y the anima tion, the box
rotates f rom 0 to 90 degrees over 20 f rames.
K i nemat ic Chain
Inverse kinematics calculates the position and
orientation of objects in a kinematic chain.
The kinematic chain is defined as a single branch
of the hierarchy that starts with a selected child
object and continues up through its ancestors until
it reaches the base of the chain. The base of the
chain is either the root of the entire hierarchy or