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Biped combines the fast accuracy of footstep sequence editing, motion capture import, and motion blending with the expressive control of traditional keyframe animation and innovative inverse kinematics (IK). The following is a brief summary of significant Biped features and benefits.
Instant Animatable Armatures. Create entire biped character skeletons instantly and then alter their structure using Biped's parametric figure controls. Add tails and ponytails for animating ears, jaws, or horns. Add modifiers to biped objects to create precise bone shapes. Use Autogrid to build biped skeletons on top of other objects.
Figure Files. Save custom character figures separately and re-use them in different scenes or even with different Biped motion sets to quickly generate completely new character animations. Mix and match the action and the geometry, regardless of scale and proportion.
Traditional Keyframe Animation. Take total control of your character with powerful freeform keyframe animations tools. Use freeform animation to make your characters fly through the air, or swim in the sea, to stand up, sit down, or talk on the phone. Animate traditional walk cycles by blending between forward and inverse kinematics. Animate between different pivot points on the hands and feet.
Conversion from Footsteps. Automatically convert your footstep animation sketch into a freeform representation, or create your animation by hand without footsteps by keyframing character poses and setting intuitive IK constraints for your character's hands and feet. Convert back and forth between freeform and footstep animation modes maintaining motion integrity.
Convert from motion capture. Bring in animations captured from actors or from other animation programs. Reduce keyframes for easier editing.
In Place viewing. Use In Place mode to automatically view and modify your character's motion in the center of your current view.
Animation Layers. Make subtle or dramatic changes in character's motion using layers of animation on top of your initial sketch, then collapse your layers into a single set of keyframes.
Expandable Animation Tracks. Get the level of keyframe control you want by expanding or collapsing animation tracks for Biped arms, legs, spine, neck, tail, and ponytails. Expand tracks to set keyframes independently for each joint, or collapse them to reduce the number of changes you need to make.
Fine-tuning for Keyframes. Adjust the subtlest aspects of your character's motion by fine-tuning each individual keyframe to adjust its tension, continuity, bias, ease-in, and ease-out characteristics.
Rapid footstep creation. Easily create footstep-driven animations like walking, running, jumping, and dancing by placing footprints interactively in the 3D scene. Edit footstep timing and position at any time to see an instant update of your character's posture and motion.
Automatic balancing. Help your characters correctly move, rotate, and dynamically balance about their center of mass. Biped's footstep mode ensures that characters walk with correct relationships between the ankle, leg, and pelvis, and bank into turns as a function of speed and path curvature. Use Ankle tension to adjust the joint precedence between the knee and the heel.
Footstep Splicing. Easily splice footstep motions together by copying and inserting sequences of footsteps and their associated upper body movements. Generate seamless motion cycles by copying and then reinserting selected sequences of character footsteps.
Uneven terrain. Create footsteps with varying heights and orientations to animate walking up stairs, jumping off a two-story building, or running up a hill. Create uneven terrain either when you initially generate footstep, or when you adapt them later. Use Autogrid to place footsteps on uneven terrain.
Accurate foot/ground collision response. The Biped character's specific foot structure accurately collides with and rolls over each footstep location in a natural way, pivoting between the heel, sole, and potential contact points of the toes (or claws).
Natural IK for 3D characters. Easy to use and 100% precise IK that is specialized to work for character limbs, rather than arbitrary robotic linkages. You can quickly specify IK paths to work in either the coordinate system of the character's body or the coordinate space of some other animated object in the scene or the world coordinate system.
Animatable IK attachments to MAX objects. Dynamically attach and detach the hands and feet of a biped character to a 3D Studio MAX object during an animation, as in catching and throwing a basketball, rowing a boat, or dancing with another biped character.
Animated IK Blending. Selectively blend between IK goals and joint rotations using IK Blending keys for the hands and feet of a Biped. IK Blending allows you to easily craft sophisticated motions like punching or walking that represent a change in the character's motivation or reaction to a fixed surface.
Apply footsteps or freeform animation from one Biped character to any other Biped character regardless of height, proportion, or even structural differences. Craft great motion sequences once and use them over and over with all your characters. With dimensional scaling, Biped adapts the placement of footsteps and joint rotations to account for differences in leg and pelvis dimensions, and adapts gravity to the relative stance of the Biped character.
Motion Capture File Import. Import motion capture data from either positional/optical markers in character studio's .csm format or from rotational hierarchies in BioVision's .bvh format. Choose the format that matches your raw motion capture data.
Motion Capture Filtering. Preserve only the most significant attributes of the motion capture animation by automatically reducing motion capture keyframe data. Ensure that your character's feet stay locked on the ground at the right times without compromising the integrity of the original captured animation by extracting footsteps during import. Create traditional keyframe animations that can be freely altered without the use of footstep constraints by importing your motion capture data as freeform animation.
Motion Capture Editing. Progressively refine your motion capture import by projecting it onto an existing set of footsteps and freeform periods. Keep a record of your latest import of motion capture data in its raw unfiltered form as a visual reference of your true captured data. You can paste specific poses and keyframes from the motion capture buffer back onto your Biped figure at any frame. Batch conversion allows you to convert hundreds of motion capture files into the Biped format with one step.
Motion Flow Blending and Scripting. Combine separate Biped animations into continuous sequences using motion flow and motion blending to develop scripts that seamlessly incorporate many Biped animation files. Loop any motion using the motion flow editor. Create a library of motions by saving scripts which you can then re-map to any Biped character. Use Motion Flow Scripts to create the animations for crowds of characters. Create motion flow networks that automatically look at a group of motions and creates transitions between them. Generate shared motion flow networks to be shared between bipeds.
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