8

Activating Footsteps 723
6.
When you have finished placing footsteps,
click Create Keys For Inact ive Footsteps.
Keys have now been created for the footsteps.
7. Click Play Animation to see the animation.
Thebipedstepsontheterrain,followingthe
footsteps.
See also
Choosing a Gait (page 2–719)
Creating Footsteps Automatically (page 2–720)
Editing Footstep Placement (page 2–726)
Activa ting Footsteps
When footsteps are created, they are inactive.
To make the biped move through the footsteps,
you must activate them by clicking Create Keys
for Inactive Footsteps on the
Footstep Operations
rollout (page 2–842)
.
When you activate footsteps, keys are created for
the biped’s legs and feet, causing the biped to step
through the footsteps. In addition, keys are created
for t he spine, arms, hips, and t ai l (if the biped has
one) to ma ke the biped move naturally through
the footsteps. Keys are not created for the head,
ponytails or props.
When keys are created for footsteps, a generic
type of motion is generated for the biped’s body
based on footstep placement and timing. This
movement is intended as a starting point for your
ownanimation,notasafinalsetup.
There are times when it is appropriate to deactivate
footsteps, make changes, and act ivate footsteps
again. See
Deactivating Footsteps (page 2–723)
.
Procedure
To activate footsteps:
1.
While in Footstep mode, create
footsteps using the automatic or manual
method.
2. Move, rotate, delete and edit footsteps as
desired.
3. Click Create Keys for Inactive Footsteps
in the Footstep Operations rollout.
4. Click Play Animation to see the animation.
See also
Creating Footsteps Automatically (page 2–720)
Creating Footsteps Manually (page 2–720)
Deactivating Footsteps
When you change the position or timing of
active footsteps, the biped’s animation changes
accordingly,causingthebipedtostepintothe
footsteps in their new positions with the ne w
timing.
Deactivating footsteps temporarily suspends
changes to animation when footsteps are changed.
When you move deactivated footsteps or change
their timing, the biped still continues to do
thesamemotionitdidbeforefootstepswere
deactivated.
Footsteps should be deactivated when you
make substantial changes to footstep timing or
placement.
Footsteps are deactivated by selecting
footsteps and clicking Deact ivate Footsteps in t he
Footstep Operations rollout (page 2–842)
.