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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.
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:
Body's Horizontal Keys change to step or hop within range of new footstep locations
Body's Vertical Keys change to match possible changes in stride length, since the body must be lower to step longer distances
Body's Turning Keys change to bank into turns created by changes in path curvature or body speed
Right or Left Leg Keys in Move State must be adapted to step between new locations
In all cases, any edits or adjustments you have made to the keyframes themselves are preserved in the adaptation process. For example, if you set the body to be kneeling low and banked to the right, altering a nearby footstep will maintain your height and turning bias as much as possible.
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
On the Motion panel, on the Animation Properties rollout, in the Adapt Locks area, select the option for the keys you want to lock.
Edit footsteps.
The tracks you selected as locked are unaffected by footstep editing.
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:
Both legs on ground, then
Left leg on ground, then
No legs on ground, then
Right leg on ground, then
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:
If the leg support sequence retains the same order, keyframes are simply synchronized to match the new footstep pattern relative to their place along the starting and ending frames of each footstep block that has been altered.
If the leg support sequence does not match, default leg keyframes are created and locally inserted to fill in the parts that are different.
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.
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