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Most of these procedures appear elsewhere in this Online Reference, embedded in their associated topics. Here they are ordered in a logical progression.
To create a named selection for the biped center of mass
To preview biped motion using 3DS MAX
To preview biped motion using Biped controls
To create and fit a biped to a mesh for use with Physique in Figure mode
To link a mechanical character to the biped (without Physique)
To fit the spine to the skin torso
To use Rubber Band to position the elbows and knees
To attach a mesh to a biped using Physique
To attach a mesh to a 3DS MAX bones hierarchy using Physique
To adjust envelopes around the biped's pelvis with Physique
To prevent sliding feet in a freeform animation
To put the biped legs into world space
To reposition a biped with freeform animation
To set a pivot point for a hand or foot rotation
To set keys that define animatable IK attachments
To create footsteps manually beginning at the current frame
To append footsteps onto the existing footsteps
To make the biped speed up as it walks
To enable foot motion on a footstep
To change the duration of a footstep
To scale the stride length and/or width
To create a "high step" type walk from a default biped walk cycle using Set Multiple Keys
To make the biped stand still after a walk period (footstep animation)
To make the biped walk on a moving object in your scene
To save biped motion file (.bip)
To edit the footstep buffer before you insert its contents by splicing
To edit the footstep buffer before you insert it by splicing
To create separate tracks for biped arms
To use In Place mode to adjust keyframes
To locate vertical center of mass keys
To make a global posture change to the biped
To change vertical dynamics for multiple center of mass keys in Track View
To turn on Spline Dynamics for newly created keys
To link the biped hand to an object using Object Space Object
To use Adapt Locks to prevent keyframe adaptation
To bend the horizontal center of mass track
To edit keys on the Center of Mass trajectory
To copy and paste an entire biped track
To switch the left and right arm tracks
To clone biped keys in Track View
To copy keys in the left arm track to the right arm track
To import a motion capture file
To use Fit to Existing to import a motion capture file
To compare raw and filtered trajectories
To create clips in the Motion Flow Graph
To create a manual transition between two clips
To share a motion flow among multiple bipeds
To create a random script for one biped.
To load scripts and create optimized transitions
To move footsteps to line up clips
To use the Optimize Transition Range dialog
To add a bone after Attach to Node is used
To troubleshoot bulges and tendons
To select cross sections in the inner or outer bounds
To copy an envelope and its settings to the mirrored link
To copy all bulge angles for one link to its opposite
To use Select Nearest Bulge Angle
To remove a links influence on vertices
To remove deformable vertices from a link's influence
To assign deformable blended vertices manually
To override vertex assignments manually
To have a spline influence a mesh
To create a new bulge angle using the bulge editor
To create a new bulge angle on a selected link
To change the shape of a cross section
To make a cross section the active cross section
To choose a specific bulge angle for editing
To select multiple cross sections
To move cross sections along the link
To copy and paste cross sections
To change the Profile view orientation
To adjust joint intersection parameters
To attach a tendon to another link
To adjust the biped center of mass with Rubber Band
To scale a biped and a Physique mesh, using Height on the Structure rollout
To create bounding boxes on a non-biped hierarchy
To disable the Non-Uniform Scale warning
To scale a biped and mesh attached with Physique
To apply Physique to an FFD to animate the entire mesh
To use an FFD to complement the effects of Physique on a portion of a character mesh
To use facial animation with character studio
To add a bone after Physique is applied using Reinitialize
To add a bone after Physique is applied using Add (Add Bone)
To produce multiple clones of an object
To group delegates into a team
To create a new behavior assignment
To modify an existing behavior assignment or assignments
To use Crowd and Delegate helper objects together
To use bipeds in a crowd simulation
To use the Orientation behavior
To use the Path Follow behavior
To use the Speed Vary behavior
To use the Surface Arrive behavior
To use the Surface Follow behavior
To use the Wall Repel behavior
To set up and use a cognitive controller
To test a particle system parameter
To test an atmospheric property
To test another delegate's behavior
To test the distance between two objects
To add a Vector Field space warp
To use a Vector Field space warp
To use a Vector Field space warp with a particle system
To use the Synthesis and ClipState dialogs
See also
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