8

752 Chapter 14: Character Studio
Likewise, the orientation of the neck changes
the position, but not the orientation, of the
head. Although linked to the neck, the head
typically rotates independently of the neck, and
interpolation of these individually set orientations
produces more natural-looking motion.
Similar to the head and arms, changing the
orientation of the upper or lower leg changes
the position, but not the orientation, of the
corresponding foot. In this way, the foot
orientation remains relative to the ground plane.
Adjusting K eys with TCB R otation
Rather than creating extra keys to fine-tune the
motion of the biped limbs, you can use the T CB
cont rols to adjust ease in, ease out, and limb
trajectory on keys that already exist.
V isuali zing Rotation Animations with
Func tion Curves
Another way to visualize your rotation animation
is through the
Curve Editor (page 2–489)
.
Eachkeyyouaddisdisplayedandconnected
to other keys, creating a curve that represents
your animation. You can use either the
TCB
Rotation Controller (page 2–361)
or the
Euler XYZ
Cont roller (page 2–312)
(on the
Quaternion/Euler
rollout (page 2–803)
)todisplayyourrotation
curve as Quaternion or Euler, respectively. Each
controller affects the curve differently based on
separate rotation calculations. To learn more
about this, refer to
Working with Euler Cur ves on
Biped Animation (page 2–861)
.
Tangent Euler Rotation curve
Quaternion Rotation curve
Procedures
To change TCB for a biped arm:
1.
On the Key Info rollout, tur n on
Trajectories.
2. Select a biped arm.
3. Use Next or Pre
vious k ey to locate an
arm key.
4. If the TCB group is not already displayed, click
the TCB divider.
5. Change the Tension, Continuity, and Bias
spinners.
The trajecto
ry changes to reflect the new
parameters. Play the animation to see the
change.