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Tutorial 2: Freeform Biped Animation
This tutorial is an introduction to using freeform animation techniques with Biped.
In this tutorial, you will animate a biped swimming in place. You'll use freeform animation methods.
You'll animate the biped kicking his legs using rotations and moves, and Copy and Paste Posture Opposite. You'll animate one arm and copy its tracks to the other arm.
Setup
Reset 3D Studio MAX.
Creating a biped and loading a fig file
Create a biped in the Front viewport.
On the Motion panel, turn on Figure mode and load rtgame.fig. This file contains a simple figure with 1 large toe per foot and 1 large finger per hand.
Biped with one toe and one finger
Turn off Figure mode.
Tip: You can't animate in figure mode.
Select the biped objects and zoom in using Zoom Extents All.
Zoom out a little using Zoom all.
Starting a freeform animation
You start a freeform animation by clicking the Animate button and transforming any part of the biped. You'll rotate the biped's root object so it is lying prone.
Click in the open space in the Left viewport.
This deselects all the biped objects and activates the Left viewport.
Press W to maximize the viewport for a closer view of the biped.
The biped should be in wireframe. Change the shading display of the Left viewport if it is not wireframe.
Turn on Animate .
The button turns red and the active viewport is outlined in red.
Click Select and Rotate on the Main toolbar.
Tip: You can select objects by clicking on them in the viewport, or you can select by name. You'll select the biped center of mass by clicking on it.
In the Left viewport, click the small, blue, center of mass object.
The name Bip01 appears at the top of the command panel.
The Transform gizmo appears.
Transform gizmo
The Transform gizmo lets you easily move, rotate, or scale on a chosen axis. As you move your cursor over the gizmo in the viewport the arrow lines and labels turn yellow.
Move your cursor around, over the center of mass until the Y label turns yellow.
Since the arrow is pointing at you, you can't see the line.
Rotate the center of mass approximately 90 degrees about the Y axis.
The rotational values update in the status line below the viewport as you move your cursor.
The biped rotates so it is lying prone.
Rotate the biped
A key appears at the far left of the track bar.
You are ready to animate the biped swimming. First you'll position the legs.
Posing One Leg
You'll work on the right leg first, setting up its position at frame zero.
Press W so you can see four viewports instead of one.
Select Bip01 R Thigh by clicking the lines of the thigh in the Left viewport.
Tip: As you hold your cursor over an object in the viewport, the object's name is displayed in a tooltip.
Select the right thigh.
Rotate the right thigh approximately –30 degrees about the Z axis.
Rotate the leg up.
The right foot is pointing straight down. You can rotate it to make it look more natural.
Select and rotate the right foot about 40 degrees about the Z axis.
Rotate the foot.
You've just used 3D Studio MAX rotations or "forward kinematics." Next you'll use the Select and Move tool on the foot to move the entire chain of foot, calf and thigh.
Right-click the same foot and select Move.
Tip: You can choose the transform tools from the Main toolbar or by right-clicking.
The Transform gizmo arrows switch their display. They are displayed at right angles with Y pointing up and X pointing right.
Move the foot.
In the Left viewport, use the transform gizmo corner to move the foot a little to the right.
The knee bends to accommodate the new position of the foot.
The knee bends.
You've just used "inverse kinematics." The foot, calf and thigh are linked together in a hierarchical chain. By moving the end of the chain you rotated the lower and upper leg objects.
Animating the Leg
Everything you've done so far has been at frame zero. Now you'll move forward in time and animate the pose at frame 10.
Move the time slider to frame 10.
Move the foot down in the Y axis until the knee straightens out.
Move the foot down.
Select the right thigh.
Right-click and choose Rotate, then rotate the thigh approximately –13 degrees about the Z axis.
Rotate the thigh.
Move the time slider back and forth between frame 0 and frame 10. The leg moves up and down.
Using Copy Posture and Paste Opposite
Now you'll use some specialized Biped tools to pose and animate the opposite leg.
Return the time slider to frame 10.
Double-click the right thigh.
This selects the entire leg from the thigh down to the toes.
Double-click to select the leg.
On the Motion panel, under the Keyframing rollout, click Copy Posture.
The posture of the right leg is copied into a buffer.
Move the time slider back to frame 0 and choose Paste Posture/Pose/Track Opposite.
Paste Posture Opposite
The left leg rotates downward. The right leg hierarchy is still selected.
At frame 0, choose Copy Posture again.
Move the time slider to frame 10.
Click Paste Posture/Pose/Track Opposite again.
Now the left leg is raised, and the right leg is down.
Repeat Paste Posture Opposite.
Move the time slider back and forth between frames 0 and 10 and watch the legs kick.
Now you'll repeat this process to make the legs kick several times.
Using Paste Posture to create multiple kicks
You can use the Copy Posture tools to quickly copy all the leg keys from one frame to another to create repeated kicking motions.
Move the time slider to frame 0.
Be sure that Animate is still on.
On the Track Selection rollout Choose Symmetrical.
This adds the second leg to the selection. Now both legs are selected.
Click Copy Posture at frame 0.
Move to frame 20.
Tip: You can type in the frame number in the Current Frame time control.
Paste Posture at frame 20.
At frames 40, 60, and 80, Paste Posture.
Tip: You can quickly move to these frames by typing in the Current Frame Indicator in the time controls.
You've just made copies of the leg postures. The legs are now in the same poses at frames 0, 20, 40, and 60.
Move to frame 10 and Copy Posture.
At frames 30, 50, and 70, Paste Posture.
The trackbar displays seven keys for the animation of the legs.
Save your file as myswim1.max.
Tip: If you have AutoBackup turned on, the software will automatically save your work at regular intervals to a file with a .mx extension.
Animating one arm
When you animated the legs you set two different poses: one with the leg up, and one with the leg down. Animating the arms is more complex. To animate the stroke of an arm, you'll set four poses:
One for the arm outstretched
One with the arm down
One with the arm back
One with the arm drawn up near the chest
When one arm is animated correctly, you'll use Copy Track and Paste Opposite Track to animate the second arm. You'll adjust the timing of the second arm by sliding the keys in the track bar.
Be sure Animate is still on.
Move the time slider to frame 0.
In the left viewport, select and rotate Bip01 L UpperArm approximately –160 degrees about the Z axis, until it is extended in front of the biped.
In the Top viewport, select the Bip01 Left Clavicle and rotate it –20 degrees about the Y-axis.
This should prevent the arm from passing through the head.
In the same viewport, select and rotate the Bip01 Left Hand –90 degrees about the X-axis so the palm is facing down.
First arm pose
Move the time slider to frame 10.
On the Main toolbar, choose Select and Move, then change the Reference Coordinate system to World.
This will facilitate working with the transform gizmo in different viewports.
In the left viewport, move the hand down in Z and back in Y until it points straight down. Select and rotate the Bip01 Left Clavicle aproximately 7 degrees about the Y axis.
In the Front viewport move the hand slightly in towards the body.
Second arm pose
Move the time slider to frame 20.
Using the Transform gizmo, in the Left viewport move the hand in Y towards the legs.
In the Front viewport, select and rotate the clavicle 24 degrees about Z.
Third arm pose
Move the time slider to frame 30.
In the Top viewport, select and move the hand in X and Y until the hand is level with the shoulder.
Use the Transform gizmo corner to move in both X and Y at the same time.
In the Left viewport move the hand up so it is near the ear.
In the Top viewport rotate the upper arm around the Z axis approximately 30 degrees.
In the Front viewport rotate the hand about X so the palm is flat.
Fourth arm pose from Top and Left viewports
Copying the Arm Pose
To complete the arm cycle in the next few steps, you'll copy the arm pose from frame 0 to frame 40.
Move the time slider to frame 0. In the Top viewport double-click the Bip01 Left Clavicle.
This selects the entire arm hierarchy.
On the Keyframing rollout, click Copy Posture.
Advance to frame 40 and click Paste Posture.
If you see any unusual rotations or out of place movements, you can set additional keys to refine the animation.
Move the time slider and see the animation.
Adding Time Tags
You can use Time Tags to name the keyframes. This makes it easier to retrieve poses while animating.
Double-click the Bip01 Left Clavicle to select the entire arm chain.
Move the time slider to frame 0.
In the blank Time Tag area to the left of the Plug-in Keyboard Shortcut Toggle, click and choose Add Tag.
In the Tag Name field, enter arm_outstretched. Click OK.
Repeat this process to add a time tag named arm_down at frame 10.
At frame 20, add a time tag named arm_back.
At frame 30, add a time tag named arm_tuck.
Use Time Tags to name poses.
Once you have added time tags you can jump to that frame by clicking the Time Tag window and choosing the named time from the list.
Note: Time tags do not get copied with Copy Posture.
Repeating the animation
If the animation is going to be 80 frames, you'll need to repeat the arm movement.
Be sure the animate button is still on.
Select the entire arm by double-clicking on Bip01 Left Clavicle, if the arm isn't selected already.
At frame 10, Click Copy Posture.
At frame 50, click Paste Posture.
Do this whenever you need to copy multiple keys for multiple objects at one particular keyframe.
Repeat steps 1 through 4, copying the poses from frame 20 to frame 60, 30 to 70, and 40 to 80.
Save your work as myswim2.max.
Adding rotation for the spine
Next you'll add some rotations for the spine to make the animation more convincing. This biped figure (rtgame.fig), only has a 2 segment spine. You'll rotate the large section representing the upper torso.
Select Bip01 Spine1.
Note: The first spine object is Bip01 Spine. The large second spine object is Bip01 Spine1.
At frame 10, in the Front viewport, rotate the large spine object –15 degrees about the X axis.
This will create the appearance that the body follows the movement of the arm.
Spine rotation
Move the time slider to frame 0 and rotate Bip01 Spine1 15 degrees about the X axis.
This sets a key for the rotation.
Hold down the SHIFT key and drag to copy the track bar key from frame zero to frame 30. Watch the status area to know when you are at frame 30.
The spine now rotates once in the 40 frame cycle. Next you'll copy these spine rotation keys to repeat the motion.
Move the time slider to frame 40.
In the track bar, drag a selection rectangle around the three visible keys.
Hold down the SHIFT key and drag the keys so the leftmost key is copied to frame 40.
Move the time slider back and forth to see the animation.
Copy the key from frame 0 to frame 80.
Animating the head
The biped can breathe while he swims, if you rotate the head appropriately.
At frame 0, rotate the head about the X axis, so the biped's left ear is pointing down.
Rotate the head for breathing motion.
Tip: Look in the Perspective viewport while rotating in the Left viewport.
At frame 20, rotate the head back down.
Hold down the SHIFT key and drag to move the key on frame 0 to frame 40. Watch the status area to know when you are at frame 40.
Move the time slider to observe the head rotation.
Actually it would look better if the head was turned up at frame 30.
Slide the key for the head from 20 to 30.
Tip: move the time slider to frame 30, then slide the key on top of it.
Move to the frame, then slide the key
The swimmer lifts and lowers his head once in the 40 frame cycle.
The following steps show you a different way to achieve the same result.
Right-click the time slider.
The Create Key dialog is displayed. This lets you create keys by choosing a source and a destination.
Tip: You don't have to turn on Animate, to set keys this way.
Choose frame 30 as the Source Time and frame 60 as the Destination Time, then click OK.
Right-click the time slider.
Choose frame 0 as the Source Time and frame 40 as the Destination Time, then click OK.
Right-click the time slider again. Choose 0 as the Source Time and 80 as the Destination Time, and choose OK.
You still don't have the arm motions completed for the right arm. That comes next.
Animating the other arm with Copy Tracks
Copy Tracks lets you copy and paste the animation tracks of selected objects to other objects or opposite body parts.
Double-click the Bip01 Left Clavicle.
This selects the entire arm.
In the Keyframing rollout, press and drag on Copy Posture.
Choose Copy Tracks.
Choose Paste Posture/Pose/Track Opposite.
Play the animation.
The biped is swimming the butterfly stroke. The two arms move together.
You can change the timing so the arms alternate.
Double-click the Bip01 Right Clavicle.
The entire right arm is selected in the viewport.
Double-click the clavicle to select the whole arm chain.
Drag a box around all the keys in the track bar to select them. Slide all the keys to the right, 20 frames.
Play the animation.
Now the beginning and end are not quite right. The easiest way to correct this is to copy and paste poses.
At frame 50 click Copy Posture, then at frame 10 Paste Posture.
At frame 40 click Copy Posture, then at frame 0 Paste Posture.
The arms alternate
To correct the other end of the animation you can crop the animation to 80 frames.
In the time controls, click Time Configuration.
The Time Configuration dialog is displayed.
In the Animation group, change the End Time to 80. Click OK.
Warning:Do not click Re-scale Time.
Play the animation. The swimmer swims endlessly, because the animation is looped. The last frame matches the first frame.
You can improve the animation by adding some rotation keys to the pelvis and spine and by adding secondary motion to the feet and hands, if you like. Stagger the rotations of the extremities a few frames following the movement of the hands and feet.
Save your BIP file as myswimmer.bip. Use Save File in the General rollout to save the BIP file. You can also save your entire MAX file as myswimmer.max.
Next:
Lesson 2: Animating a Freeform Walk Cycle
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