Shade3D Help (Contents)

Ball Joint Information

These settings are displayed when a ball joint is selected.

Part Attributes

For details on the Part Attribute Settings, please refer to Joint Information.

Ball Joint Attributes

Euler Settings

X, Y, Z Text Boxes and Slider Controls
Rotates the Euler angle in each of the X, Y, and Z directions using the center of the ball joint as the axis. Each value is relative to the joint's initial state (represented by 0). This makes it easy to understand how much the joint values have changed.
Offset
Displays the offset distance from the original ball joint location in each of the X, Y, and Z directions. To change the offset distance in any direction, enter a new value for X, Y, and/or Z. Changing the offset distance allows you to move the ball joint when animating.
Blend
When the object is bound to multiple joints, the Blend value determines the level of influence of each. The default value is 0.5. Blend values can be set for slider, rotator, and ball joints.
Joint Pop-up Menu
Sets the level of hierarchy affected by the joint value.
Nest
Changes to the joint value only affect nested parts, i.e., only the objects and parts inside the joint.
Flat
Changes to the joint value affect both nested parts and sibling parts.
Interpolation Pop-up Menu
The interpolation method used for the quaternion calculation. Select from Standard, Shade 13 Compatible, and Shade 12 Compatible.
The default setting of Standard can avoid the following issues:
  • With Shade 12 Compatible selected, when a ball joint is not set to 0, breaks can appear in a figure when editing skin values.
  • Applying skin settings to a rotated ball joint and changing the weight settings can result in vertices rotating incorrectly (this problem occurs only with joints set with rotation values, even if those joints have been reset).

Caution Standard interpolation makes skin settings easier, but is not compatible with previous versions of Shade3D.

Rotation Settings

X, Y, Z Text Boxes and Slider Controls
Slider controls on the Rotation tab can be dragged from any position. A starting value of 0 is displayed, irrespective of the joint value. The basic role of the Euler tab sliders and text boxes is the same as that of the Rotation tab sliders and text boxes.

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