-
In the Animation menu set (F4)
The
Ghosting Editor lets you create images that echo the animation, letting you visualize movement and position of animated objects over time. Unlike a
Motion Trail, which is a representation of keys around your animated model, an
Animation Ghost shows you the object rather than a trail, allowing you to make better decisions about the animation.
This topic covers the settings in the
Ghosting Editor, to use Ghosts in your scene see
Ghost an object and
Modify scene ghosts with the Ghosting Editor.
Ghosting Settings
These filters let you include or exclude show specific components from ghosting.
Note: This filter applies before creating the ghost and will affect any subsequently created ghosts. That is, if you have ghosts created and adjust the filters, it will have no effect on existing ghosts, but will apply to any ghosts that are created next.
Object Type
|
Behavior
|
|
Turn off this setting to so that
geometry is not ghosted. This setting is on by default.
|
|
Turn off this setting so that
joints are not ghosted. This setting is on by default.
|
|
Turn off this setting so that
locators are not ghosted. This setting is on by default.
|
-
Include Hierarchy
- Turn this option on to create ghosts from any
DAG hierarchy descendants in the hierarchy of the selected object. For example, if you select a top level node, such as a character rig, all the geometry and joints contained in that group are ghosted as well.
-
Create Ghost from Selection
- Once components are selected in the scene, click
Create Ghost from Selection to apply ghosting to them.
-
Ghost mode
- Click the icons to set how the ghosting effect appears in the scene.
-
-
Ghost Before
-
- Applies ghosting to the frames leading up to the current frame of the animation.
- Use the
Frame Step field to set the ghost spacing. See
Frame Step for more detail.
-
Ghost Before & After
-
- Applies ghosting to the frames
leading up to and following the current frame of the animation.
-
Ghost After
-
- Applies ghosting to the frames
following the current frame of the animation.
-
Ghost Custom Frames
-
- Applies ghosting to
specific frames of the animation.
- Clicking this icon replaces the
Frame Step field with the
Custom Frames field, where you can enter the frame numbers on which to display ghosts.
- Click
Add Current Frame if you want to add the frame currently shown in the Viewport.
-
Ghost Key Frames
-
- Applies ghosting to
each key frame of the animation.
- Clicking this icon replaces the
Frame Step field with the
Use Ghost Driver option.
- Select
Use Ghost Driver to use the keys from an object selected in the
Node Editor to drive ghosting of other selected objects.
-
To set a Ghost Driver in the Node Editor
Use the following MEL command:
connectAttr <driver>.msg <ghost>.ghostDriver
(Where <
driver> is the object you want to drive Ghosts.)
-
Presets
-
- Ghosting
Presets
let you choose the interval at which ghosts appear.
- Select from Preset intervals for the ghost spacing, for example by every frame (1) every
second frame (2) and so on, or set another distance by entering a different amount the
Custom field, which includes sliders for
Frame Steps,
Ghosts Before and
Ghosts After. The
Presets
option is only available
Ghost Before,
Ghost Before & After, and
Ghost After modes.
Ghosted Objects
This section shows what in the scene is being ghosted and associated options.
-
Ghost Show/Hide
- Toggles the visibility of ghosts in the scene on or off.
- Ghost Objects List
- Displays all ghosted objects in the scene.
-
Unghost Selected
- Removes the
chosen objects (in the Viewport or Outliner) from the
Ghosted Objects List.
-
Unghost All
- Removes all ghosts from the scene as well from the
Ghosted Objects List.
Display options
This section adjusts how ghosts are drawn in the Viewport.
- Pre/Post Frame Color
- Set a custom color for the ghost Before and After the current frame.
- Near/Far Opacity
- Adjusts the minimum opacity for ghosts closest or furthest from the current time.
- This setting acts as a ramp: the near opacity represents the ghosts closest to the current time, and are generally the most opaque. The far opacity is the opacity of ghosts distant from the current frame, and are generally the least opaque.
- The opacity settings adjust based on these two values for the ghosts in between.