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726 Chapter 14: Character Studio
touch or lif t keyframe, turning on Auto Key and
changing the leg positions or rotations, you cannot
delete these keys.
To change the foot/leg animation after footsteps
are activated, see
Animating Legs and Feet (page
2–731)
and
AdjustingBodyKeysinTrackView
(page 2–733)
.
Body Keys
When foosteps are activated, keys are also
generated for the center of mass (COM) object, the
blue tetrahedron at the center of the biped’s pelvis.
The position and rotation of the COM determines
the horizontal and vertical position of the biped
body, as well as its rotation.
Unlikeotherbipedpartsor3dsMaxobjects,the
COMhasthreeseparateanimationtracks,two
for motion and one for rotation. You select these
tracks by clicking the appropriate button on the
Tr ack Selection rollout (page 2–800)
:
Body Horizontal
Body Vertical
BodyRotation(displayskeysfortheBody
Tu rning track)
Keys for these tracks are generated automatically
when you activate footsteps. You can view the
keys for each track on the Track Bar by tur ning off
Footstep M ode and clicking the corresponding
button listed above. These tracks are also visible in
Track View’s Dope Sheet mode.
Note: When you select the COM, only the keys
corresponding to the selected track are displayed.
If you select the COM and do not select a track,
no keys are displayed on the Track Bar, even if
the COM is animated. You can find out w h ich
COM track is selected by checking the status of the
buttons displayed above. When a button is turned
on, the track is selected.
You can animate the COM or change existing keys
after footsteps are activated. To change COM k eys
after footsteps are activated, see
Animating the
Upper Body (page 2–732)
and
Adjusting Body
Keys in Tr ack View (page 2–733)
.
Editing Footstep Motion
Editing Footstep Placement
After you’ve created footsteps, there are se veral
ways to edit their placement in the scene.
You can use standard 3ds Max controls to
select,move,rotate,ordeletefootsteps.
Note: The 3ds Max scale transform w i ll not sc ale
the footstep icons themselves; the size of the
iconsissetbythesizeofthebipedsfeet.The
biped foot size is orig inally set by the biped’s
height, then later by any scaling you perform on
the feet in Figure Mode. See
Posing the Biped
(page 2–706)
.
You can use the Bend and Scale controls in the
Footstep Operations Rollout (page 2–842)
to
edit the footsteps. The Bend value curves a
selection of footsteps, while Scale changes the
distance between selected footsteps.
S electing Footsteps
To change footstep placement, you must first selec t
the footsteps to change.
When Footstep Mode is turned on,
footsteps can be selected with the same met hods
used to select 3ds Max objects:
Click footstep icons while holding down the
CTRL key.