9

102 Chapter 3: Selecting Objects
The only head object t ype available by default is
Luminaire (page 1–111).
5. EnteranamefortheassemblyandclickOK.
6. Wire (page 1–108) t he assembly luminaire to its
light source or sources. More information on
parameter wiring is available at the link in this
step.
If more than one light source is present
inside the assembly, create a chain of wired
parameters. Then enter the desired relationship
expression in the expression text box.
To adjust the pivot location of an assembly:
•Whenyouadjustthepivotpointofaclosed
group or assembly, the pivot poin t of all group
and assembly members are affected, not only
the pivot point of the group or assembly head
object. Therefore, we recommend that you
open the assembly, adjust the pivot of the head
object, and then close t he assembly.
Touseanassemblywithradiosity:
Right-click the Luminaire, choose Properties,
and on t he Object Properties dialog (page 1–117)
choose the Radiosity tab. You can exclude and
control radiosity parameters of the geometry
and lights independently.
To adj ust the pr oper ties of an assembly :
1.
AfterwiringtheDimmerandFilterColor
parameters, select the Luminaire, and then
go to Modify panel to display the luminaire
parameters.
2. Adjust the parameters.
The effect is visible in the v iewp ort.
Chara cter A ssembly
A character assembly is a special type of g roup
for objects particular to a character setup:
the character mesh, b ones, IK chains, helper
objects, cont rollers, and other objects used to
animatecharacters.Oncetheobjectsaregrouped
(assembled), you can perform various functions
onthegroupasawhole,suchassavingandloading
animation for the entire bone/mesh set.
The objects that make up a typical character assembly
Unlike an ordinar y group, there is no need to open
a character assembly to work with its individual
members.
When a character assembly is created, it is
designated by a placeholder object ca lled a node,
placed near the bottom of the character assembly.
Selecting the node gives access to special tools for
working with character models and animation.