Glossary

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Terminology Definition
Actor Root (Root Node) Actor Root determines the actor's actual location. This changes only when transformation is being applied in the Editor Mode, WASD or right-click menu/Move command is used in the Director Mode. The data is kept on the Transform track
Actors/Avatar Any characters or non-human characters in iClone. Standard Human actors use the same bone structure, they can have switchable body parts and different Avatar presentation, be able to apply shared motion data. Users can create new motion for Actors via using Motion Editing tools. ref. G1, G2, G3 Actors.
AML iClone Action Markup Language, also called as iClone DramaScript. AML uses standard XML tags to structurally define the interactivity from key elements - i.e. UI event, motion behavior, and animation clips, eg. how you may control the actor, add behavior to props, and allow actor to interact with props.
Behavior Mode Switch Each Mode can have a full set of unique behavior definition (idle motion, WASD movement motion, perform actions), users can trigger Behavior Switch via using hotkey 'X = next mode, or Z = previous mode'. eg. Fly Mode, Run Mode, Walk Mode, Dance Mode and etc.
Child (node) Object controlled by its parent. A child object can also be a parent to other children.
Clip Sequence (ClipSeq) The command section where you define when to trigger an animation clip.
Collision When any prop with Collision on, actors or iProps can not pass through it. Users can use bonding mesh to add virtual limit to prevent form your actor or iprop pass through certain area, eg. bridge, you don't want your actor fall from the bridge, add bonding mesh to guide your actor pass the bridge easier. ref. AML Block commands.
Data Types The following formats are the data types which define each AML attribute.

BOOL: A data type which contains only TRUE or FALSE.

CDATA: This term symbolizes character data, is used in XML to be distinguished from other coding formats. It indicates the document contains some character data rather than using non-character data codes.

ENUM: Enumerate the predefined data

ID: Unique Text String identified by the system, alphanumerical or symbols. (must be in English)

INT: Integer 0 - 65,536 or see parameter max value definition.
iObject The collective name in the AML script to define interactive iProps and characters..
iProp Interactive Props, a Prop that have embedded DramaScript which users can interact with, such as a Sofa which avatars can sit on, or a car users you can use WASD key to drive.
iProp Helper iProp with predefined interactive behavior, by attaching your props to iProp Helper, the prop will inherit the behavior from parent AML , and become an interactive Prop. eg. Sit_on helper.
Link Link is the relationship between object where the child node follows the parent's transform data. It has the ability to pass an object from one parent node to another in a specific time.
Mode Switch ref. Behavior Mode Switch
Motion Root Motion Root is known as the LowerTorso node in the actor's bone hierarchy. All applied motion clips affect the transformation change of this node, thus you might see kick or dance motion. However the Actor Root remains in the original position.
Movement Types Movement types define the movement behavior of props. eg. car moves along the terrain, helicopter can fly off the terrain, shift left, right, upward, downward, and be able to turn in all directions.
Node Within the structure of hierarchies each child is defined as the child node under the parent hierarchies. The relationship between the parent and the child are defined by having the link between each object.
Non-Human Character Non-Human Characters are characters skinned to skeletons other than iClone’s RL Bones. E.g. bird, horse and etc.
Non-Standard Character Non-Standard Characters are the models that skinned to RL bones. E.g. robots, monsters and etc.
Object Hierarchy In each script there is a way to assign designated node. $ = Object Root (refer as Root Node) and .[Node Name] = Any node that is under the Root (refer as Child Node).
Parent (node) Object that controls one or more children who is often controlled by another superior parent object.
Persona Persona is the characteristics given to actors so that the actor can animate in an unique style. eg. A sexy dancer acts differently from a macho fighter. The definition of persona is stored in AML file (Animation XML), which defines the actor's idle animations, WASD moving behavior, and special perform actions. One Persona file can include several sets of movement behavior. Use Behavior Mode switch (hotkey X to next, Z to previous mode) to trigger different animation sets, such as walk mode, run mode, or even custom defined fly mode. Animation defined in Persona can be either triggered by hotkey or right-click menu.
Priority You may use priority to set the upper and lower body to perform different motion seperately.
Prop 3D objects without embedded scripts.
Terrain Terrain serves as the solid ground which Actors and iProps cannot pass through it, but be able to stand on it, or move along on it's surface.
WASD A common way gamers use to control the movement of a 3d character in 3D world, W: forward, S: Backward, A: Turn Left, D: Turn Right, users can also use extended movement controls such as Shift-A to move horizontally to the left, Shift-D to move horizontally to the right.