9

982 Glossary
Left: Object motion blur. Right: Object motion blur with
dithering.
Tip: D on’t use object motion blur to simulate the
blur created by a camera. For this pur p ose, use
image motion blur (page 3–955) or scene motion
blur (page 3–1007) .
Applying object motion blur is a two-step process:
1. Turn on object motion blur for the object you
want to blur, using the Object Properties dialog
(page 1–117).
You cannot apply both image motion blur and
object motion blur to the same object in the
same rendering.
2. Before you render, turn on object motion blur
in the Default Scanline Renderer rollout (page
3–38) of the Render Scene dialog.
Object motion blur works by rendering multiple
copies of the object in between fr ames and then
rendering them together. It is not affected by
camera movement.
Object Space
Abookinobjectspacerestsonatableinworldspace.
Object space is the coordinate system unique to
each object in your scene. It tracks the locat ion
of everything applied to an object. The location
of object vertices, the placement of modifiers,
mapping coordinates, and materials are al l defined
in object space. By convention, especially in
discussions of texture mapping, object-space
coordinates are expressed as UVW co ordinates,
as opposed to the XYZ co ordinates of world space
(page 3–1036).
Each object has its own local center and coordinate
system as defined by the location and or ientation
of the object ’s pivot point. The local center and
coordinate system of an object combine to define
its object space.
When you choose U se Pivot Point Centers from
the toolbar or Use Pivot Points from the Modifier
List,youaretellingtheprogramtousetheObject
Spaceoriginofoneormoreselectedobjectsasthe
center of a t ransform or modifier effect.
When you choose Local from the Reference
Coordinate System list (page 1–443) (on the main
toolbar), you tell the program to use a selected
object’s object space for the orientation of the
active coordinate axes.