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Play Length | inplength – The duration in timeline frames. In Linear mode, when this parameter is larger than 0, the sequence length is limited to its value. In Loop mode this parameter shows the loop length. Auto Origin | autoOrigin – When enabled, if there are any loaded cache files, automatically set the Timeline Origin and the Cache Origin to the first frame of the cache sequence, so changing the Play Speed will stretch the sequence relative to this frame. Timeline Origin | playat – An offset specifying which timeline frame the starting cache will be placed on. You can think of it this way: "Put cache #(Cache Origin) on timeline frame #(Timeline Origin)". Cache Origin | inpoffset – An offset specifying which cache file from the sequence will be placed on the timeline at frame Timeline Origin. You can think of it this way: "Put cache #(Cache Origin) on timeline frame #(Timeline Origin)". Loop Overlap | loopjnt – In Loop mode, specifies the number of timeline frames after the loop's end that will be blended with the loop's beginning to make for a smooth transition. Keep in mind that the end transition frames are not in front of the sequence end, but after it. For example if the loop starts at frame 35 and has a Length of 20 and a Loop Overlap of 5, the transition frames will start at frame 55 and will end at frame 59, which means the simulation must be at least 59 frames long. It is recommended that the Loop Overlap value be longer than the average "lifetime" of the simulation elements while involved in highly visible motion. For example, for a waterfall, the Loop Overlap value should be at least the average time it takes for a water droplet to fall the full distance before being absorbed into the water at the bottom. For a campfire, the it should be at least the average time for a particle to rise up and disappear/die. Correct setting of this value is especially important for simulations that contain particles.
Load Nearest If Missing | loadnearest – If there is no cache file at the required frame, the nearest cache is found and loaded. This is useful for a simulation that ends with a sequence of static frames (for example, still liquid or freezing fire) as it prevents the need to render multiple identical frames after movement has stopped. Flip Up Axis | ifyz – When enabled, flips the Y and Z axis of the cache's transformation. This is useful when the cache was created with a different up axis (for example in Maya).
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Example: Timeline Origin
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