Transform

Display

These settings serve as visual aides for the depiction of various clone properties. These properties will be displayed as colored points in the Viewport (it may be necessary to make the objects to be cloned invisible in order to make these points visible). You can select from the following options:

None

The points will be made invisible.

Weight

The weighting of each clone will be displayed as a color gradient from red (weighting = 0) to yellow (maximum weighting).

UV

The internal UV coordinates will be displayed in color, beginning at 0,0,0 (black): For example in the U-direction from black to red and in the remaining two directions from black to blue and black to green, respectively.

Color

The clone color.

Index

In this mode, the index numbers of the selected object will be displayed in the Viewport (see also Index). The numbers will be displayed at the clone axes.

The MoGraph Selection tag has several options that can be used to display "its selection".

P[XYZ m]

Use these settings to move, scale or rotate each clone using its own coordinate system. These settings can be used to define simple animations for the clones that affect each clone in the same manner. If, for example, all clones should rotate around their Y axis simply animate W.H.

You will have much more control if you use Effectors. These affect each clone individually to varying degrees.

S[XYZ ]

R[HBP °]

Color

MoGraph comes with its own shaders that are designed to work in conjunction with the Cloner Object. If you assign a material to a Cloner Object using the MoGraph color shader each clone (cloned light sources will also change color correspondingly) will assume this color as its initial color. This color can then be influenced using Effectors.

Weight[0..+∞%]

Use this setting to define an initial weighting for each clone. Each Effector can influence the weighting of each clone. Detailed information regarding weighting can be found under Weight Transform.

Note that this Weight setting only has an effect as long as the weight transforming Effector does not completely control the weighting (this is the case if the Strength or Weight Transform values are not equal to 100%).

Time

Let’s say you clone an object whose position or other parameter has been animated. The clone will assume this animation with the offset defined here. Use the Animation Mode to define how the animation should behave.

If the Reset Coordinates option is active only an object parameter animation (if present) can be affected.

Animation Mode

Play

Clone animations will be played once, just as the original animation would be played.

Loop

The Clones will loop the original animation, i.e., once the clone animation has played it will play again from the beginning.

Fixed

The original animation will not be played but the Clones will assume the state that exists at the location in the Time setting.

Fixed Loop

See previous point,

. The only difference is that Clone or Effector settings that lie temporally beyond the original animation will still be applied.

Orientation (only in Grid Array mode)

Use this setting to define the direction in which the W axis if the UVW-coordinate system should point. (see also Shader Effector).