8

Set Multiple Keys Dialog 817
Set Parents ModeWhen a limb key is
created, ke ys are also created for t he parent objects
also if Set Parents Mode is turned on. Use Set
ParentsModewithSeparateTracksturnedon.
Set Parents Mode stores the position of the entire
limb when a biped limb is moved using inverse
kinematics instead of rotated using forward
kinematics. For example, if Set Parents Mode is off
and Separate Tracks are tur ned on for the biped
arms, then the arm will snap back to its original
position if you transform the biped hand.
If Separate Tracks are turned on for a biped body
part,thenturnonSetParentsMode. Thislets
you use the Move transform to position the biped
limbs.
Note: Separate Tracks adds biped object t ransform
tracks.
An chor R i g ht Arm-Left A r m -Rig ht L eg-L eft
Leg—
Lets you fix the location and orientation of
hands and feet temporarily. Use anchors when you
are setting up animation with inverse kinematics
object space, in w hich the arm or leg follows an
object in the scene. Anchors ensure that the arm
orlegkeepsitsalignmentuntilyousetthesecond
key that establishes the Object-space sequence.
Note: Anchors are no longer necessary because of
improvements to the IK system. When you use Set
Planted Key in the IK Key Info rollout, the limb is
positioned to the previous IK k ey (join to previous
IK Key).
Show All in Track V iew—Shows all the curves for the
options in the Keyframing rollout in the track view.
Separate Tracks group
By default, character studio stores a finger, hand,
forearm, and upper-arm key in the Clavicle track.
The toe, foot, and ca lf keys are stored in the thig h
track. This optimized approach to key storage
works well in most cases. If you need extra tracks,
turn them on for a specific biped body part. For
example,turnonArmsifyouplanonextensive
finger-hand animation; if an arm key is deleted, it
w i ll not affect the finger-hand keys. Notice that in
Track View a transform t rack is now available for
the first lin k of the thumb (stores a l l finger keys),
hand, forearm, and upper-arm.
Arms—Turn on to create separate transform tracks
for the finger, hand, forearm and upper-arm.
There is one finger track per hand. All finger keys
are stored in the Finger0 transform track, the first
link of the biped thumb.
Legs—Turn on to create separate toe, foot, and calf
transform tracks.
Ponyt a il 1—Turn on to create separate ponytail 1
transform tracks.
Ponyt a il 2—Turn on to create separate ponytail 2
transform tracks.
Neck—Turn on to create separate transform tracks
for the neck links.
Tail—Turn on to create separate transform tracks
for each tail link.
SpineTurn on to create separate spine transform
tracks.
Set Multiple K ey s Dialog
Selec t the Biped > Motion p ane l > Ke yframing rollout >
Set Multiple Keys > Set Multiple Keys dialog
KeyscanbeselectedmanuallyinTrackVieworthe
Track Bar and an increment applied to the selected
keys. State Filters in t his dialog select certain biped
keys for you, based on foot states (Touch, Plant,
Lift, and Move). Select Left Leg and the Move state
filter, then click Select to select all the lef t leg keys