8

Working with Footstep Animation 717
Footstep controls in Motion panel
Footsteps displayed in Track View - Dope sheet editor
Using the default keyfr ames as a starting p oint,
you can interactively insert, replace, or delete
keyframes in order to refine the motion of the
biped and fill in the details of movement that are
unique to your animation.
Note: By default, when
Biped Dy namics (page
3–1010)
is turned on in the Dynamics and
Adaptation rollout, gravity (Dynamics Blend)
and ballistic tension calculate the trajectory of
the center of mass for all newly created keys
in a footstep animation containing a running
or jumping motion. If
Spline Dynamics (page
3–1109)
is turned on in the Dynamics and
Adaptation rollout before footsteps are created and
activated, the center of mass uses spline dynamics
to calculate vertical motion, which does not take
gravity into consideration. Using spline dy namics,
you must set keys for the top of a jumping motion
orthedipwhenthecharacterlands;thistrajectory
is automatically calculated with biped dynamics.
Footstep Editing
At any p oint in t he design process, you can choose
to interactively edit your footsteps spatial pattern
in the scene or the timing of footsteps in Track
View. The keyfr ames adapt to each edit: changes
to footstep location retain the details of all your
key f rame positions. Keyframe timing remains
sy nchronized with changes to footstep timing,