Character Studio Tutorials

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Creating Individual Footsteps

Creating footsteps individually is useful for complicated footwork, such as dancing. Individual footstep creation allows you to place each new footstep carefully where you want it. The footsteps will locate and orient themselves on the active grid.

See Creating Multiple Footsteps for how to generate a simple walk, run, or jump.

There are two ways to create individual footsteps. You can create footsteps at the current frame. Then the first footstep created will begin at the current frame, and the following footsteps will extend in time from the first footstep. If you attempt to create a footstep at the same time as an existing footstep on the same side, an alert appears and you are not allowed to create the footstep.

You can also append footsteps onto the end of the existing footsteps. Then Biped computes the frame at which the first footstep should be created based on the chosen gait and the existing footsteps. This option is disabled if there are no existing footsteps.

If inactive footsteps exist, you can only create footsteps within the area of the inactive footsteps or directly before or after the inactive footsteps. This is because the complexity of Biped's algorithms make it necessary to disallow the existence of more than one sequential set of inactive footsteps simultaneously.

You choose the gait and how to create footsteps in the Footstep Creation rollout.

Footstep creation and gait buttons

To begin footstep creation

  1. On the Motion panel General rollout, click Footstep Mode.

    Biped makes Footsteps the active sub-object selection level. You are now in Footstep mode, and can create, activate, or edit footsteps.

  2. In the Footstep Creation rollout, choose the gait you want to create: Walk, Run, or Jump. See Adjusting Vertical Dynamics for more details about the different gaits and how Biped creates them.

  3. In the Footstep Creation rollout, use the spinners to set the parameters for the chosen gait. See Footstep Timing: Gait Parameters.

To create footsteps beginning at the current frame

  1. Click Create Footsteps (at current frame).

  2. Click in a viewport to create a footstep. Continue clicking to create more footsteps.

    Tip: Use the top viewport to create the footsteps.

  3. When you are done creating Footsteps, click on Create Keys For Inactive Footsteps. Now you can view your animation by clicking play.

To append footsteps onto the existing footsteps

  1. Click Create Footsteps (append).

  2. Click in a viewport to create a footstep. Continue clicking to create more footsteps

    By default, footsteps alternate from foot to foot. The first click creates a right footstep, the next click creates a left footstep, and so on. Look at the prompt line and the cursor to see which type of footstep will be created next.

    Press Q before you click to change the default alternation. For example, if you create a right footstep and then press Q, the next click in the viewport creates another right footstep. In viewports and in Track View, left footsteps are blue and right footsteps are green, unless otherwise specified in the Display Preferences dialog.

    Tip: A Top viewport is usually best when you create footsteps individually.

    Note: During footstep creation, 3D Studio MAX remains at the current frame; however, Biped creates the footsteps sequentially in time, which you can see if Track View is open. If the footsteps you create require more frames than are in the active time segment, Biped extends the active time segment, which can create new frames.

 

 

 


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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