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840 Chapter 14: Character Studio
Note:
If a limb has twists, the twist links will
control the skin deformation while the base link
(the biped’s forearm, for example) drives the
animation. Twist links can not be animated.
Twi stsEnablestwistlinksforbipedlimbs.When
enabled, twist links become visible but remain
frozen. You can unfreeze them using Unfreeze By
Name or Unfreeze By Hit on the
Freeze rollout
(page 1–54)
.
Upper A rm—Sets the number of twist links in the
upper arms. Default=0. Range=0 to 10.
ForearmSets the number of twist links in the
forearms.Default=0.Range=0to10.
Thigh—Sets the number of twist links in the thighs.
Default=0. Range=0 to 10.
CalfSets the number of twist links in the calves.
Default=0. Range=0 to 10.
Hors e Link Sets the number of twist links in the
horse link. Default=0. Range=0 to 10.
Note: Yo u m u s t s e t L e g L i n k s t o 4 t o e n a b l e H o r s e
Link.
Body Type group
The Body Type g roup lets you select the biped’s
body type:
Skeleton— Theskeletonbodytypeprovidesa
realistic skeleton which fits naturally into mesh
skins.
Male Themalebodytypeprovides
a silhouette mold based on basic male
proportions.
Female Thefemalebodytypeprovides
a silhouette mold based on basic female
proportions.
Classic— The classic body type is the same
as the biped object from older versions of
character studio.
Foots tep M ode R oll outs
Footstep M ode
Selec t a Biped. > Motion panel > Biped rollout > Footstep
Mode
When F ootstep mode is active, you can create or
edit footsteps to generate a walk, run, and jump
footstep pattern. You also edit selected footsteps
in space and append footsteps using parameters
available in Footstep mode.
If footsteps are extracted during motion capture
import, turn on Footstep mode to edit footsteps in
the viewpor ts.
ApowerfulfeatureinBipedistheabilitytoadapt
keyframes when footsteps are edited in space or
time.Thefollowingtracksareinfluencedinthe
vicinity when a footstep is edited in space:
Body H orizontal k eys change to step or hop
within range of new footstep locations.
Body Vertical keys change to match possible
changes in stride length, since the body must be
lower in order to step longer distances.
Body Rotation keys change to bank into turns
createdbychangesinpathcurvatureorbody
speed.
Right or left leg keys in a move state must be
adapted to step between new locations.
Note: Ifforsomereasonyoudonotwantthe
adaptation to occur, use the Footstep Adapt
Lockssettingsonthe
Dynamics & Adaptation
rollout (page 2–833)
to keep the biped from
correcting the body position.
Two additional rollouts display when Footstep
mode is active:
Footstep Creation rollout (page
2–841)
and
Footstep Operations rollout (page
2–842)
.