9

1266 Index
biped rollout 2–936
bipeds
and crowd simulation 2–1187
correcting posture 2–925
deleting 2–854
linking objects to 2–854
moving objects 2–890
posing 2–847
posing a biped 2–925
rotating objects 2–891
scaling after physique is applied 2–1099
visible in playback 2–944
bipeds dialog 2–643
birth event 3–916
birth operator 2–143
birthscriptoperator 2145
bitmap map 2–1631
bitmap pager 3–828
bitmap pager statistics dialog 3–514
bitmap proxies 3–32
bitmap proxies dialog 3–496
bitmap/photometric path editor 3–510, 3–516
bitmaps
choosing 2–1635
display 3–840 to 3–841, 3–844
glossary 3–917
Material Editor 2–1631, 2–1635
path configuration 3–503, 3–811
path editor 3–510
blend
blend curve (NURBS) 1–1158
blend element parameters 3–140
blend material 2–1588
blend object ( glossar y) 3–917
blend surface (NURBS) 1–1183
blend from/to 2–1140
blend map (baking) 3–149
blend materials
limitations w hen baking textures 3–147
blend weight 1–807
blending
between links 2–1085, 2–1111, 2–1150
envelopes 2–1086
blending envelope display options dialog 2–1125, 2–1128
Blinn highl ights 2–1493
Blinn shader basic parameters 2–1480
blizzard 2–251
BlobMesh object 1–331
block
controller 2–389 to 2–390, 2–392
block controller 2–313
block controllers (Track View) 2–1179
block reference 3–917
block/style parent 3–918
blocks 3–457
and l inking to 3ds Max 3–918, 3–1031
AutoCAD 3–441, 3–456
AutoCAD and 3ds Max 3–438
materia l assignment 3–458
materials 3–458
multi-view 3–459
propagation 2–1432
blowup (render) 3–13
blue vertices 2–1150
blur
and blur offset (glossary) 3–918
particle motion blur 2–240
rendering effect 3–260
BMP fi les 3–610
body 2–960
horizontal tracks 2–846, 2–945
parameters (biped) 2–846
space 3–918
tracks 2–846
turning track 2–945
vertical tracks 2–846, 2–9 4 5
bomb sp ace warp 2–105
bone tools 1–411
bone editing 1–411
fin adjustment 1–413
object properties 1–414
bones 1–404, 2–1080
and IK solvers 2–440, 2–472
bone base 2–9 44
bone tip 2–944
display 2–853
exporting 3–580
floating bones rollout (Physique) 2–1110
linking to follow objects 2–461
spline IK solver 2–477
stretch factor 1–415
used with physique 2–1079, 2–1082
using objects as 1–410, 2–440
using unlinked bones with Physique 2–1082
Boolean controller 2–316
Booleans
alignment 1–338
and editable splines 1–308
Boolean objects 1–338, 1–378, 1–388
Boolean operation (glossary) 3–919
colinear edges 1–338
combining objects that have materials 1–345
complexity between operands 1–338
coplanar faces 1–338
face normals 1–338
inverted meshes 1–338