8
Key Info Rollout 813
Bias—
Controls where the animation curve occurs
w ith respect to the key. Default=25.
High Bias pushes the curve beyond the key. This
produces a linear curve coming into the key and
an exaggerated cur ve leaving the key.
LowBiaspullsthecurvebeforethekey. This
produces an exaggerated curve coming into the
key and a linear curve leaving the key.
The default setting distributes the curve e venly to
both sides of the key.
IK group
IK B lend—Determines how forward kinematics
and inverse kinematics are blended to interpolate
an intermediate position. Using an arm to move a
hand is an example of forward kinematics. Using
the hand to move the arm is an exa mple of inverse
kinemat ics.
Activateswhenabipedarmorleg(handandfoot)
key is current.
• 0 with Body selected is normal biped space
(for ward kinematics).
• 1 with Body selected is Inverse Kinematics,
which creates more straight-line motion
between biped keys.
• 1 with Object selected, but no IK Object
specified, puts the limb fully into world space.
•1withObjectselected
and
an IK Object
specified puts the biped limb into the
coordinate space of the selected object; the
biped limb follows the specified object.
Ank le Tension—Adjusts the precedence of the
anklejointoverthekneejoint.Whensetto0,the
knee takes precedence. When set to 1, the ankle
takes precedence.
This effect is only visible between keyframes.
Select Pivots—Turn on to select pivots on the biped
hands and feet to rotate around. After a pivot is
selected in the v iewports, turn off Selec t Pivots
and rotate the hand or foot.
Pivots are only available if the biped hand or foot
is in world or object coordinate space.
Join to Previous IK K ey—Tur n on to put the bipe d
footinthecoordinatespaceofthepreviouskey.
Turn off to put the biped foot into a new reference
positon.
Turn off and move the biped foot to create a sliding
footstep, for example.
Body—The biped limb is in biped coordinate
space.
Object—Object Space: the biped limb is either in
World coordinate space or the coordinate space of
the selected IK object. Coordinate space can be
blended between keys.
Select IK Object—Chooses an object for the
biped’shandorfoottofollowwhenIKBlendis1
and Object is selected. The selected object’s name
is displayed next to the button.
This selection cannot be animated; only one
IK object can be active for each hand and foot
throughout the animation.
Tip: If you want to change the object the hand or
foot follows at different times in the animation,
select a dummy object as the IK object, and assign
a Link Constraint to the dummy object to make it
link to different objects at d ifferent t imes.