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# Object Context

The Object Context shows the main Object Mode tools and is not divided into Sub-Contextes. It exhibits three Panels. A fourth is added if the selected Object is a Mesh.

## `Anim Settings` Panel

***FIG HERE***

This Panel collects a series of settings related to Object animation:

### Tracking Buttons

In Blender, Objects can be assigned a Track constraint (CTRL-T) in two way: an 'Old Track' which is the Blender pre 2.30 way, and a true constraint. This latter is described in the `Constraints` Panel.

Objects Children of a Curve, following the Path, either the old pre-2.30 way (a normal parent and the curve set to "path") or the new way (a curve follow constraint) can follow the curve direction (`Follow` button).

Particles can give rotations to Objects (see `Effects` Panel).

Because Objects have a rotation of their own, it is advisable to first erase this using ALT-R. If the Object is a Child, then erase the "Parent Inverse" as well using ALT-P.

Use these buttons to indicate how tracking must work:

#### TrackX, Y, Z, -X, -Y, -Z

Specifies the direction axis; the axis that, for example, must point to the other Object.

#### UpX, UpY, UpZ

Specify what axis must point 'up', in the direction of the (global) positive Z axis. If the "Track" axis is the same as the "Up" axis, this is turned off.

The second and third row of buttons contains further button usefull for tracking and Curve Path as well other buttons relatedto Key Framing:

#### PowerTrack

This option completely switches off the Object's own rotation and that of its Parents. Only for Objects that 'track' to another Object.

#### Draw Key

If Objects have an Object Ipo, they can be drawn in the 3Dwindow as key positions. Key positions are drawn with this option ON and the IpoKeys ON (in the IpoHeader). (KKEY).

#### DrawKeySel

Limits the drawing of Object keys to those selected.

#### SlowPar

The value of `TimeOffset` is used to create a 'delay' in the Parent relationship. This delay is cumulative and depends on the previous frame. When rendering animations, the complete sequence must always be rendered, starting with the first frame.

#### DupliFrames

No matter how the Object moves, with its own Object IPOs or on a Curve path, a copy of the Object is made for every frame from `DupSta` to `DupEnd`. The `DupliFrames` system is built for the specified frame interval.

#### DupliVerts

Child Objects are duplicated on all vertices of this Object (only with Mesh).

#### Rot

Dupliverted Object arerotated accordingly to the parent Mesh normals, and folllowing what is statedby the Trcking Toggle Buttons.

#### No Speed

The "DupliFrames" are set to "still", regardless of the current frame.

#### DupSta, DupEnd

The start and end frame of the duplication.

#### DupOn, DupOff

Empty positions can be specified with the option `DupliFrames`. For example: `DupOn` =2, `DupOff`=8 sets two copies on every 10 frames. The duplicated Objects move over the animation system like a sort of train.

#### Offs Ob

The `TimeOffset` value works on its own Object IPO.

#### Offs Par

The `TimeOffset` value works on the Parent relationship of the Object.

#### OffsPart

The `TimeOffset` value works on the Particle Effect.

## `Draw` Panel

***FIG HERE***

The `Draw` Panel contains a layer set of buttons on the right, which is the equivalent,of the selectedObject in Object mode, to MKEY and moves the object to selected layer(s).

Left column presents, top to bottom:

### DrawType

Choose a preference for the standard display method in the 3D window from the list provided. The "DrawType" is compared with the "DrawMode" set in the 3D Window; the least complex method is the one actually used.

The "Draw Extra" options are displayed below the selected DrawType.

### Bounds

A bounding object is displayed in the dimensions of the object. This is in addition to the Object drawing.

### Boundary Display Menu

With this Menu Button you can choose between different bound-objects.

### Wire

A Wireframeis superimposedto the current Drawing method.

### Axis

The axes are drawn with X, Y and Z indicated.

### TexSpace

The texture space. This can be different from the BoundBox. It is displayed with broken lines.

### Name

The name of the Object is printed at the Object centre.

### `Effects` Panel

***FIG HERE EMPTY PANEL***

The Effect Panel is so crowded of buttons that it is the only one bigger than the standard Panel dimension

Three effects are currently built in: "Build", "Particles" and "Wave". Effects are a fixed part of the Object; they cannot have any links or multiple users.

If the Object has no Effects then just two buttons are present:

#### New Effect

Create a new Effect.

#### Delete

Delete the Effect.

Once an Effect has been added a Menu appears, allowing to choose Effect type. According to this type the buttons in the panel changes.

An Object might have multiple effects. A row of radiobuttons without labels below the `New Effect` button toggle between them.

#### Build

****FIG HERE***

The Build Effect works on Meshes, which are built up face by face over time. It also works on the vertices in Halo Meshes. The sequence in which this happens can be specified in the 3DWindow with CTRL-F: `Sort Faces` (not in EditMode). The faces of the active Mesh Object are sorted. The current face in the 3DWindow is taken as the starting point. The leftmost face first, the rightmost face last.

##### Len

The total time, in frames, the building requires.

##### SFra

The frame number on which the Effect starts.

### Particles

****FIG HERE***

Particles are halos (or Objects if the option "DupliVerts" is ON) that are generated more or less according to laws of physics. Use Particles for smoke, fire, explosions, a fountain, fireworks or a school of fish! With the Static option it is also possible to make fur or even plants.

A Particle system is pre-calculated as a pre-process (this can take some time). They can then be viewed in the 3DWindow in real time. Particles are a full-fledged part of Blender's animation system. They can also controlled by Lattices. Only Meshes can have Particles.

#### Recalc All

Recalc the particle-system after changing the animation of the emitter mesh. This updates the particle-system.

#### Static

Making static particles. Particles now don't animate or move anymore, they follow the Object's transformation. Static particles are generated one at each frame for the entire `Life` value. Use the `step` option to control this; step=2 means a particle at every two frames.

#### Tot

The total number of Particles. Particles require quite a bit of memory (not in the file!) and rendering time, so specify this value carefully.

#### Sta, End

The start and end frame between which Particles are generated.

#### Life

The life span of each Particle.

#### Keys

Not all Particle locations are calculated and remembered for each frame for the entire particle system. This is only done for a fixed number of key positions between which interpolations are performed. A larger number of `Keys` gives a more fluid, detailed movement. This makes significant demands on the memory and time required to calculate the system.

#### CurMul

Particles can 'multiply themselves' at the end of their lives. For each generation, certain particle settings are unique. This button determines which generation is displayed.

#### Mat

The Material used for the current generation of Particles.

#### Mult

This determiness whether the particles multiply themselves. A value of 0.0 switches this off. A value of 1.0 means that each Particle multiplies itself. The particle system itself ensures that the total number of Particles is limited to the `Tot` value.

#### Life

The age of the Particles in the following generation.

#### Child

The number of children of a Particle that has multiplied itself.

#### RandLife

A factor that ascribes the age of Particles a (pseudo) random variation.

#### Seed

The offset in the random table.

#### Face

With this option particles are not only emited from vertices, but also from the faces of the mesh.

#### Bspline

The Particles are interpolated from the keys using a B-spline formula. This give a much more fluid progression, but the particles no longer pass exactly through the key positions.

#### Vect

This gives particles a rotation direction. This can be seen in the Halo rendering. Particles that duplicate Objects now also give a rotation to these Objects.

#### Vect Size

The extent to which the speed of the `Vect` Particle works on the dimensions of the Halo.

#### Norm

The extent to which the vertex normal of the Mesh gives the Particle a starting speed. If the Mesh has no faces (and thus no vertex normals) the normalised local vertex coordinate is used as the starting speed.

#### Ob

The Extent to which the speed of the Object gives the Particle a starting speed. This makes a rotating cube become a sort of 'sprinkler'.

#### Rand

The extent to which a (pseudo) random value gives the Particle a starting speed.

#### Tex

The extent to which the Texture gives the Particle a starting speed. For this, only the last Texture of the Material is used, in channel number 8.

#### Damp

Use of damping reduces the speed, like a sort of friction.

#### Force X, Y, Z

A standard, continually present force. This can simulate the effect of gravity or wind.

#### Texture X, Y, Z

A standard force that works on a Particle, determined by the texture. Textures can have an effect on the movement of Particles. The 3D coordinate of the Particle is passed to the texture per Particle key.

#### Int

The Intensity that is passed back from the texture is used as a factor for the standard texture force (previous three buttons).

#### RGB

The colour of the texture has a direct effect on the speed of the Particle: Red on the X, Green on the Y and Blue on the Z component of the speed.

#### Grad

The gradient of the texture is calculated. This is the mathematical derivitive. Four samples of the texture are combined to produce a speed vector. With procedural textures, such as Clouds, this method gives a very beautiful, turbulent effect. Set the number of "Keys" as high as possible to see the sometimes rather subtle twisting.

#### Nabla

The dimension of the area in which the gradient is calculated. This value must be carefully adjusted to the frequency of the texture.

### Wave

*** FIG HERE***

The Wave Effect adds a animated Wave to a Mesh. It is not limited to flat objects but can also be used to make a sphere 'wobble'.

#### Sta X, Sta Y

Starting Position of the Wave.

#### X, Y

Per default you have a XY Wave on your Object. With the Buttons X and Y you can enable or disable the wave generation for an axis.

#### Cycl

Makes wave generation cyclic in the animation.

#### Speed

Speed the Wave travels, can also be negative.

#### Height

Amplitude of the Wave.

#### Width

Width of the wave (wavelenght)

#### Narrow

How narrow the next wave follows.

#### Time Sta

When (in frames of the animation) the wave generation should start.

#### Lifetime

How long (in frames) a wave exists

#### Damptime

How many frames the wave should attenuate.

## `Constraits` Panel

***FIG HERE***

The constraint panel allow to add/remove constraints on selected Objects. If no constraint is present then only the `Add` button is present. Otherwise a list of Constraints is shown.

### Add

Add menu, shows all available constraint for given Object. These are:

- `Copy Location` - All Objects

- `Copy Rotation` - All Objects

- `Track To` - All Objects

- `Lock Track` - All Objects

- `Follow Path` - All Objects

- `IK Solver` - Bones in Pose Mode

- `Action` - Bones in Pose Mode

- `Null` - All Objects

### Constraint item

****FIG HERE*****

Each Constraint item has some common controls:

#### Header

From left to right:

- A `X` button - deletes constraint;

- A label with constraint type;

- A text button with Constraint name

- A traingle button - collapses/expand constraint window.

#### Window

A window in the Panel with the various constraint settings.

#### Footer

From left to right:

- `Inf:`Influence of the constraint: 0=nothing; 1=full;

- `Edit`Opens an Ipo Window allowing to edit the constraint influence in time.

### Constraint type

The various constraint windows contain:

#### Copy Location

##### OB:

The target of the constraint.

##### X, Y, Z

Toggles which coordinate is to be copyed.

#### Copy Rotation

##### OB:

The target of the constraint.

#### Track To

##### OB:

The target of the constraint.

##### X, Y, Z, -X, -Y, -Z

The row of 6 Radio Buttons Toggles which axis should point to the target, and if it must be its positive or negative direction to point to the target.

##### X, Y, Z

The row of 3 Radio Buttons Toggles which axis should point up. If the same axis of the other Radio Group is chosen here an error occurs.

#### Lock Track

##### OB:

The target of the constraint.

##### X, Y, Z, -X, -Y, -Z

The row of 6 Radio Buttons Toggles which axis should point to the target, and if it must be its positive or negative direction to point to the target.

##### X, Y, Z

The row of 3 Radio Buttons Toggles which axis should be locked, that is, the axis around which the Object will revolve.

#### Follow Path

##### OB:

The target of the constraint. Must be a Curve.

##### CurveFollow

Object will rotate to follow the rotations and bankings of the curve.

##### Offset

Offset from the position corresponding to the time frame.

##### X, Y, Z, -X, -Y, -Z

The row of 6 Radio Buttons Toggles which axis should be tangent to the curve (If `CurveFollow` is active).

##### X, Y, Z

The row of 3 Radio Buttons Toggles which axis should point up (If `CurveFollow` is active).

#### IK Solver

##### Tolerance

If the position of the Bone is closer than this to the target the constraint is satisfied.

##### Iterations

Maximum number of iterative steps performed trying to fulfill the constraint.

##### OB:

The target of the constraint.

##### BO:

If the target of the constraint is an Armature then a new text box appears asking for a specific Bone as a target.

#### Action

##### BO:

If the target of the constraint is an Armature then a new text box appears asking for a specific Bone as a target.

##### AC:

The action to apply.

##### X Rot, YRot, ZRot

Select which channel of the target rotation should trigger the constraint.

##### Start:, End:

Starting and ending frames of the keyed motion.

##### Min:, Max:

Minumum and maximum values of the targeted channel range.

#### Null

A separator.

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