8
Mirroring Motion 771
Shor tcut Meaning
ALT+C Copy Posture
ALT+V Paste Posture
ALT+B Paste Posture Opposite
M ir r or ing Mot ion
Mirror, on the
Keyframing Tools rollout
(page 2–816)
, mirrors the motion of the biped
throughboththeXandYaxesoftheWorld
coordinate system. The entire biped animation,
includingallfootstepsandkeys,ismirrored
symmetrically through an axis that joins the center
for the biped to the world origin. For example, if a
bipediswalkingfromthecenteroftheworldgrid
toward
theuser,themirrorwillchangethemotion
so the biped is now walking
away from
the user.
Original motion
Mirrored motion
UseMirrorifyouwanttocreatetheoppositeofa
motion you’ve already created. For example, if a
biped walks to the left and swings its right arm,
mirroring the motion results in a motion where
the biped walks to the right and swings its left arm.
The mirrored motion replaces the existing motion
for the biped. If you want to keep the existing
motion and add the mirrored motion, use P aste
Opposite in the Copy/Paste rollout.
Note: This f eature mirrors only those biped tracks
that have at least one key. The position of a keyless
object is not mirrored.
Usi ng La yer s
Layers allow you to add successive layers of
animation above the original bipe d animation.
This is a powerful way of making global changes
to your character animation. For example, simply
addalayer,androtatethespineforwardatany
frame, and a run cycle becomes a crouched run.
The original biped motion is kept intact, and
can be viewed by switching back to the orig inal
layer. Layers can be viewed individually, or as a
compositeofalltheanimationinalltheLayers.
Layers behave like a
freeform animat ion (page
3–1039)
: t he biped can adopt any position.