8
730 Chapter 14: Character Studio
K ey Adapta tion for Footstep T imi ng
Edits
To edit active footsteps in t ime, follow the methods
described in
Editing Footstep Timing (page
2–727)
. Keyframes affected by the edit are updated
immediately.
A fundamental factor in how your keyfr ames are
adapted is whether the sequence of leg support
transitions has changed. Changing the relationship
between opposite leg keys effectively changes the
gait, which causes entirely new keyframes to be
generatedatthatpoint.
• If you move footstep keys in such a way that
you remove an overlap or create a new overlap
between opposite legs, you have changed the
gait, and new keys w i l l be generated for legs.
• If you do not change the overlap relationship
between opposite legs, existing legs keys are
retained.
Wa rn in g : Editing a jum ping sequence so that the feet
hit or leave the ground slightly out of phase rather than
at the same time introduces a change i n the leg support
sequence. Hence, e ven in this case, the leg keys will be
locally replaced with default keys.
Note:
If you scale the biped’s feet in Figure mode
after activating footsteps, then turn off Figure
mode, character studio will recalculate the
footstep display size and the footstep dynamics
automatically.
Locki ng K ey s
You can lock specified tracks to prevent them f rom
adapting automatically when you move active
footsteps. The controls in the Footstep Adapt
Locks g roup on the
Dynamics & Adaptation
rollout (page 2–833)
lock specified tr ack s.
Procedure
To prevent key s f rom cha nging when a ctive
footsteps ar e edited:
1.
On the Motion panel, on the Dynamics &
Adaptation rollout, in the Footstep Adapt Locks
group, select the types of keys you want to lock.
2. Move, rotate, scale, or bend active footsteps.
Thetracksyoulockareunaffectedbyfootstep
editing.
Splicing Footsteps
You can copy the motion of a biped footstep
sequence, and paste it either at the end or into
the m iddle of another footstep sequence. This
technique is called
splicing (page 3–1109)
.
You can use splicing to build an extended, or
cyclic, motion sequence out of shorter sequences.
You can also copy footsteps from one biped and
paste them onto another biped with this technique.
Splicing footsteps makes use of a
footstep buffer
to store footstep positions and keys. The buffer
is a temporary area in memory where footsteps
are stored.
Tip: Use motion splicing when you want to edit
segments of a single footstep-based animation. To
build longer animations b y connecting finished
.bip
files, use
Motion Flow (page 2–878)
or the
Motion Mixer (page 2–581)
.
Procedures
To copy footsteps to the buff er:
1.
Turn on Footstep mode.
2. Select a series of footsteps.
3. In the Footsteps Operations rollout, click
Copy Footsteps.