9.5.2

Table Of Contents
790 CHAPTER 17
OBJECT MANAGER 791
Unfold All
Proceed with caution if your scene is very large. In these cases you may want
to unfold the hierarchies by hand. Large projects often have more than
1000 objects. The display speed will be just as slow as if 1000 les were
to be displayed hierarchically in your operating system’s window. You can
nd out the number of objects in your scene by choosing Objects > Scene
Information.
This command is the reverse of Fold All (see above) — it expands all hierarchies. In this state, objects
take up the most space in the Object manager. The advantage is that all objects will be visible
(although you may need to use the scroll bar).
Fix Bones
You can access this command and further bones commands on the Fixation
page of the Attribute manager (a Bone object must be selected to load the
Fixation page into the Attribute manager).
Once you have nished positioning bones, you must x them before you can use them. This
command xes the starting position of the bones. The enable switch will be turned on automatically
for the bone and its child bones.
Reset Bones
This command resets the bones to their xing (start) position. The object will return to its state at
the time of the xing. The enable switch will be turned off automatically for the bone and its child
bones.
Bake Particles
Baking particles means freezing the particle stream, including all its modiers. This can be useful for
several reasons:
In extreme cases, very fast particles may behave unexpectedly due to processor
inaccuracies — for example, they may pass through deectors. Baked particle
streams avoid this problem since they are calculated much more accurately.
You may want to mix several particle streams but prevent modiers affecting
particles in the other streams. To do this, create one particle stream and its
modiers and bake the stream. Delete the modiers before you start the next
stream and continue in the same manner.