Character Studio Tutorials

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Adapting Biped Keys to Footstep Edits

One of the most powerful features in Biped is the ability to adapt keyframes to edits you might want to make in your footstep pattern. By analogy, the footsteps become a kind of gizmo for manipulating the keyframes of your character's animation. In most cases, edits you make to footsteps act upon your keys in an intuitive fashion. The purpose of this section is to clarify the basic principles that Biped follows during the adaptation process.

Adapting Keys to Footstep Space Edits

To move or rotate active footsteps, follow the method described in Editing Footsteps in Space. As soon as you release the mouse, however, Biped immediately adapts the keyframes that are influenced by the edit. The following keyframe tracks are influenced in the vicinity of the edited footsteps:

Adapt Locks

To avoid automatic adaptation when making Footstep Space edits, you can use Adapt Locks to lock specified tracks so that Biped doesn't adapt them when you edit footsteps.

To lock one or more tracks so Biped doesn't adapt them

  1. On the Motion panel, on the Animation Properties rollout, in the Adapt Locks area, select the option for the keys you want to lock.

  2. Edit footsteps.

    The tracks you selected as locked are unaffected by footstep editing.

Adapting Keys to Footstep Time Edits: Track View

To edit active footsteps in time, you follow the same methods described in Editing Footsteps in Time: Track View. As soon as you release the mouse, however, Biped immediately adapts the keyframes that are influenced by the edit.

A fundamental factor in how your keyframes are adapted is whether or not the sequence of leg support transitions have changed order. For example, such a leg support sequence might be:

  1. Both legs on ground, then

  2. Left leg on ground, then

  3. No legs on ground, then

  4. Right leg on ground, then

  5. Both legs on ground

In this sequence, the biped is standing, then takes a hop from the left to right leg, and is then standing again. If you were to edit a footstep to, for example, close the airborne gap between footsteps to eliminate the hop, the leg support sequence would change since the no legs on ground phase of the sequence would be missing. In essence, changes to the leg support sequence mean that the gait has changed. In this case, from a hopping step to a walking step.

The general rule is:

This is somewhat intuitive since there are no obvious rules for making walking keys adapt to running keys or vice versa. In effect, when you alter the leg support sequence, you are creating entirely new motions.

Warning: Editing a jumping sequence so that the feet hit or leave the ground slightly out of phase introduces a change in the leg support sequence, since a one leg on ground phase has been introduced. Hence, even in this case, the leg keys will be locally replaced with default keys.

 

 

 


Comments 3Ds Max Tutorials

Using character studio
Introduction
Creating a Biped Character
Creating Freeform Animations
Customizing Biped Character in Figure Mode
Creating Footstep Animations
Advanced Biped Features
Importing Motion Capture Data
Filtering Motion Capture and Marker Data
Using Motion Flow Mode to Combine Animations
Getting Started with Physique
Crowd Animations

Keyboard Shortcuts in character studio
Facial Animation with character studio

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