Character Studio Tutorials

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Footstep Timing: Gait Parameters

When you create new footsteps, the timing for the footsteps is determined by the gait you have chosen, walk, run, or jump, and the parameters for that gait. Gait parameters are in the Footstep Creation rollout in the Motion panel.

After creating the footsteps, you can change footstep timing in Track View. See Editing Footsteps in Time: Track View.

Gait parameters are only one way to define the timing and nature of the biped's gait. For a more complete description of gaits and other Biped parameters that alter the nature of the biped's motion, see Adjusting Vertical Dynamics.

Walking

Turn on Walk before creating footsteps.

In a walk, at least one foot is always in contact with the ground. The periods where one or both feet are in contact with the ground are known as support periods. If both feet are on the ground, this is known as a double support period.

The gait parameters of a walk are:

Walk Footstep. The number of frames that each footstep remains on the ground. Default=18.

Double Support. The number of frames in a double support period, that is, when both feet are on the ground. Default=3.

Changing these values changes the biped's walk behavior.

Running

Turn on Run before creating footsteps.

In running, there is a period between each support period in which the body is airborne. While it is airborne, it moves forward horizontally at a constant speed. In general, the longer the body is in the air, the higher it must fly after lifting off from the supporting foot.

The gait parameters of a run are:

Run Footstep. The number of frames that each footstep remains on the ground. Default=6.

Airborne. The number of frames that the biped is airborne, that is, when neither foot is on the ground. Default=9.

Changing these values changes the biped's run behavior.

Jumping

Turn on Jump before creating footsteps.

Jumping is a special case of running. Both feet are in contact with the ground at the same time, or airborne at the same time. As with running, forward motion is horizontal and constant, but vertical motion depends on the length of the jump.

The gait parameters of a jump are:

Feet Down. The number of frames in which both feet are on the ground. Default=5.

Airborne. The number of frames that the biped is airborne, that is, when neither foot is on the ground. Default=15.

Changing these values changes the biped's jump behavior.

 

 

 


Comments < p>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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