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748 Chapter 14: Character Studio
Body Horizontal
Body Vertical
Body Rotation (selects the Body Turning
track)
Selecting Track s with the Select B y Name
Tool
You can navigate to and select tracks for a given
object using the text-entry field next to the Z oom
Selected Object in Track View. Enter the object
name in the text field, using wildcards as necessary,
and press ENTER. For more information, see the
3ds Max User Reference
.
Selecting Tr ack s fr om the Track V iew
You can navigate to a given object simply by
traversing the Biped hierarchy in the Track View
hierarchy window.
Note that child objects in the hier archy are nested
below parent objects. You may need to open
several parent objects to get to the nested object
you want. The biped tracks are g rouped as follows:
•CenterofMass
•Footsteps
P elvis (branch1) Spine, Neck (branch), H ead,
Ponytail.
Pelvis (branch2) Thigh, Calf, Foot, Toes.
•Pelvis(branch3)Tail.
Neck (branch 1), Head
Neck (branch 2), Clavicle, UpperArm,
Forearm, Hand, Fingers.
Each of these tracks can be seen in Track View,
expanded trackbar and Workbench.
Note that the hands and fingers are grouped with
the arms, and the fingers and toes are g rouped
w ith the legs.
The body’s translation keys are separated into
vertical and horizontal tracks.
Animating by M oving Links
Use the standard 3ds Max Move transform
to move biped links.
Asshowninthetablebelow,therearetwotypesof
movements you can apply to a biped link:
Gene ra l Move When you select and move
the center of m ass object, it and all of its
childrenmove;thatis,theentirebipedmoves.
When you move the center of mass and one or
morelegsareplantedonthegroundwithIK
constraints (IK Blend=1.0), the Biped t ries to
maintain the legs’ planted position while the
body moves.
Inverse Kinematics Applies to all parts of
the arms, legs, fingers, and toes, except the
clavicles. If you attempt to move a hand or foot
beyond the biped’s kinematic limit, the arm or
legstraightensoutandmovesasfaraspossible
in the direction you drag.
The pelvis, head, neck, non-base spine links, and
non-base tail links cannot be moved. They can
only be rotated, a lthough they move when their
parent moves.
When you select multiple biped parts and move
them, the move applies only to selected biped
parts that have no selected ancestors. For example,
when the entire biped is selected, only its center of
mass object is moved. When all of the finger joints
areselected,thebasesofallthefingersaremoved.
Tip: You can select the children of a hierarchy by
double-clicking the parent.
To quickly select and move a biped and its entire
animation to a new location in space, use
Move
All mo de (page 2–791)
.