Compose has a
language all its own. This page will help you make sense of
it.
The
Blocks that make up Compose
|
There are
twelve blocks containing various parameters and settings.
Here's what they are, broken down by the sub-tabs that they appear
on:
-
Tracks sub-tab - This section deals with the arranging
and editing of the motions. In other words, this is where you
decide which clip will be used when, and for how long, and how it
will blend with other clips.
Clip
Instance - The Clip Instance block allows you to
modify the parameters of the Clip Instance. You can
have multiple instances of a clip by copying or inserting them onto
the Tracks.
Factors - This is sort of like a "Setup Mode" for Motion
Clips. It lets you tailor the default positions of the
items with regard to the motion in the Clip. For
example if you have a Clip that was made from a tall
character and you are now applying it to a short character, this is
where you would make the necessary adjustments to fit the data in
the Clip to the character.
Group - This block lets you give custom names to each
Character Group and keyframe its "strength"-- the degree to
which it will be used. You can also load and save a complete
performance here.
Record - The Record block is where you record motion
Clips. "Record" can also be thought of as "capture"
because it is "capturing" the motion and creating a Clip out
of it. On the Tracks sub-tab this will record the
motion and assign it to the objects that it got the motion from,
then it will create a Track for the clip and put an instance
of the clip there.
Spline - The Spline block is used to make
adjustments to the motion spline. Using the settings here,
you can control what happens around the keyframes, for example, how
the motion should ease in or ease out, or whether it should stop
after the last keyframe or repeat the motion.
Track - The Track block lets you give custom names
to each track and keyframe its "strength"-- the degree to which it
will be used.
Bake - The Bake block allows you to take
motion from Compose and "bake" it back onto an object.
In other words, after you finish creating the motion you want with
Compose-- which could be made up of several different
Motion Clips-- you can take all of that data and place it
into the object's Motion Path so it will no longer need
Compose.
Clip - The Clip block allows you to globally replace
or delete a clip. That is, everywhere that it is used in the
scene.
Record - The Record block is where you record motion
Clips. "Record" can also be thought of as "capture"
because it is "capturing" the motion and creating a Clip out
of it. On the Clips sub-tab this only records the
clip, it doesn't assign it to any objects.
Spline - The Spline block is used to make
adjustments to the motion spline. Using the settings here,
you can control what happens around the keyframes, for example, how
the motion should ease in or ease out, or whether it should stop
after the last keyframe or repeat the motion.
Values - The Values block is tied in with the
Motion Graph in the same way that the Motion Block on
the Animation tab is. You use this to set values for
keyframes.
-
Groups
sub-tab - This is where Character Groups are set up and
maintained. This block is the same one that appears in the
Groups sub-tab of Setup. You can use either one.
-
Match sub-tab
- The Match sub-tab is where you assign a clip's motion to
the object(s). The idea is that a Group is matched to
a clip and each element within the Group is matched to an
element of the motion clip (the motion clip might contain the
motion of several objects, and even multiple characters). You
have several choices about how to do that, but what it basically
comes down to is that you can assign it to the same objects that it
was clipped from, or to other objects. For example, you might
animate a ball bouncing and make a clip of that motion. You
can then assign that motion to the ball (which it already will be
by default) or apply it to a different object. This is
extremely useful because it allows you to do things like clip the
walk cycle of one character and apply it to another character.
Compose has a language
all its own, some of which might need a little explaining.
Don't worry about memorizing them; in fact don't worry about any of
this. Turn off your computer and go play in the sun!
Note: Several of these definitions,
such as Active/Bypass, apply to other aspects of
messiah and are explained elsewhere, but in the interests of
completeness, I've included them here as well to make the list look
long and scary.
- Active/Bypass: This is a
toggle to allow the motion to be used, or to be bypassed (not
used). The toggle works just like the ones for
Effects, Shaders, etc. Green means it's
active, and red means it's bypassed. Click
here for
more information and a picture.
- Bake: When you "bake" a motion,
you are taking the modified motion (motion from Compose and/or any
other effects or expressions that are acting upon the motion) and
converting it to keyframed motion that contains all of the
modifications. Or to think of it another way, it takes the
entire motion, including any outside forces, and makes them "built
in" to the motion.
- Blend: If you have two different clips
and you want to transition from one to the other you use a
Blend. The Blend can be keyframed too, so you
can control how that transition happens.
- Character Group: See
Group.
- Clip: Also called Motion
Clip. A Clip is motion that has been captured from
one or more items. They can be loaded and saved
- Clip Instance: A Clip
Instance is a reference to an actual Clip. You
adjust the length and position of the Clip Instance on the
Track Timeline but you're not actually affecting the real
clip. In other words, the Clip Instance looks at the
Clip and says "this is what my motion is" and then you can
adjust the Clip Instance so it plays that motion faster or
slower, or loops or doesn't loop, etc. If you modify the
actual clip (on the Clips sub-tab) it will automatically
apply to the Clip Instances that are referencing that
Clip. But modifying a Clip Instance will not do
anything to the Clip.
- Clip List: When you are on the
Clips sub-tab, the list running down the left side of the
interface is the Clip List. You can expand and
contract the things that appear on this list. For example,
you can expand the channels of an object, then select a channel and
edit it in the Motion Graph.
- Element: This can refer to two
things: a member of a group (object, light, camera,
channel, etc.) or a motion within a clip (the camera's motion, a
specific object's motion, a channel's motion, etc.).
Generally you can tell what it's referring to from the context it's
mentioned in.
- Group: Also called "Character
Group". A Group is a collection of items (objects,
lights, individual motion channels, etc.) that you choose to think
of as a family, or group. Of course it can also be just one
item. For example character A can be one Group, and
character B can be another, while the Camera is its own
group. If you want, everything in the scene can be part of
one group, though it's extremely rare that you would want to (or
need to) do that.
- Group List: When you are on the
Groups sub-tab, the list running down the left side of the
interface is the Group List. It shows you every
Group in the scene as well as every member within that group
(using the right side list, which is sometimes called the Group
Member List).
- Locked/Unlocked: When a track is locked
(lock icon in the Compose List) you won't be able to do
anything to it (until you unlock it).
- Match: Matching is when you take
an item and match it to a motion. Usually when you record a
Motion Clip it will automatically match the objects with the
motions. But sometimes you may want to change the
matching. For example, you might want to apply the walk cycle
Motion Clip of character A to the objects of character
B.
- Match List: When you are on the
Match sub-tab, the list running down the left side of the
interface is the Match List. There are actually two
lists that make up the Match List. On the left is a
list that shows the items within the current Group, and on
the right is the motion Match for each of those
items.
- Member: A member is a part of a
Group. Groups are made up of one or more
members, such as objects, lights, cameras, etc.
- Motion Clip: See "Clip." Or
don't; it's up to you.
- Motion Compensation: Motion
Clips contain not only the keyframe information, but also the
Rest information for each item. When you apply a
Clip to a character, you need to be able to decide if, or
how, to compensate for animation that may exist on the
objects. The "if" there is in reference to whether the
character and its components are situated at their rest positions
(or not) at the frame you want to insert the Clip.
- Motion Composite Operator: (also called
just "Composite Operator" or "Blend Operator") This set of
click-through options lets you choose how you want the motion to be
applied with regard to any existing motion that is already on the
item. Click here for more information and a picture.
- Motion End Behavior: (usually just
called "End Behavior") Choose what you want to happen at the end of
the motion in the Clip. Click here for more
information and a picture of the choices.
- Performance: A Performance is a
collection of different clips that you have arranged on the Track
Timeline. You can save Performances and use them again
later.
- Pin (Pinned): When a Clip
Instance is "pinned" it will stay on the Track Timeline
even when you are working with a different Group. This
can be useful if you need to match the timing, or at least know
when a Clip on a different Group. The pinned
Track/Clip Instances will not affect the motion of
the active Group, they're just there for visual
reference.
- Processing Order: (sometimes called
Solving Sequence or Solving Order) refers to when you
want the motion to be applied. The choices are Apply After
Motion, which will let all motion on the group calculate first,
then apply the motion from the Clip Instances;
Apply Before IK, which will apply all of this before the IK
is calculated; and Apply After IK, which will apply
it after the IK calculations are made.
- Record: Record will capture the
motion from the selected item(s) and create a Clip which can
then be applied to items within your scene. They can also be
loaded and saved to create motion libraries for future use.
- Track: A Track is where you
place and arrange Clip Instances. On the Track
Timeline you will see it as a horizontal area where you can
place one Clip next to each other. By default you can
only view the Track(s) for one Group at a time, but
if you want to make a Track from one Group visible
while a different Group is active, turn on the pushpin icon
for that Track in the Track List or on the Track
Timeline.
- Track List: When you are on the
Tracks sub-tab, the list running down the left side of the
interface is the Tracks List. This shows all of the
Groups, Tracks, Clip Instances, along with the items and channels
within each Clip Instance.
- Track Timeline: The Track
Timeline appears above the Motion Graph, below the
World View when you are on the Compose tab.
This is where you arrange your Tracks and the Clip
Instances within them. Keep in mind that it is the
Clip INSTANCES that you are working with here, not the
Clips themselves, so changes that you make will not affect
the actual Clips. This is a good thing because it
means that you can use one clip in several different ways.
For example, a clip of a bouncing ball can be used in two places,
and one time it can be made to bounce fast, and another time
slow.