Character Studio Tutorials

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Convert to Freeform or Footsteps Dialogs

Select the Biped > Motion panel > General rollout > Convert

When you click Convert on the General rollout of the Motion panel, a Convert To dialog displays: Convert to Freeform or Convert to Footsteps, depending on the animation method of the currently loaded motion. Use Convert to Freeform for unrestricted key editing or Convert to Footsteps to take advatage of footsteps.

Note: By default, Jumping or airborne periods between footsteps are calculated by character studio based on gravity strength (GravAccel) and time between footsteps. Biped elevation during these jumping and airborne periods will be lost when converting to freeform from footsteps (unless you create a vertical COM key in the airborne period in the footstep animation), a freeform animation uses spline interpolation for the center of mass position and does not account for gravity. Elevation in airborne periods is restored if you convert back to footsteps.

When to Use Convert

Interface

Convert to Freeform dialog

Generate a keyframe per frame: Creates keys at every frame.

Note: Converting footsteps to freeform creates foot IK Blend values of 1 for the biped feet for the original footstep keys. This simplifies keyframing by putting the feet into world coordinate space, which prevents them from sliding when the biped is moved. These foot IK Blend values are also used when you click Convert (on the General rollout) to convert back to footsteps.

Convert to Footsteps dialog

Generate a key per frame: Creates a key at every frame, and extracts footsteps based on foot IK Blend values equal to 1. Save Segment in Motion Flow mode stores the active script as a .bip file without footsteps. The biped foot keys are assigned IK Blend values of 1 for the original footstep keys. After loading a .bip file saved using Save Segment in Motion Flow mode, use Convert (on the General rollout) to extract footsteps.

Convert is also useful if you have already converted from footsteps to freeform in which case the feet are assigned an IK Blend value of 1 for the keys that represented footsteps.

Flatten Footsteps to Z=0: Flatten the footsteps to Z=0. The entire biped is repositioned to place the footsteps at Z=0.

Note: An IK Blend value of 1 for the feet puts them into world coordinate space and prevents them from slipping while setting biped keys in a freeform animation.

 

 

 


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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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