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1068 Chapter 14: character studio
At this point, you can use Convert From Buffer
to extr ac t footsteps and reduce keyframes.
Both sca le and pos ition adjustments will b e
incorporated. Save the motion as an optimized
BIP file.
Inter face
Load Motion Capture File—Key reduce and
extract footsteps from raw motion-capture data.
Load BIP, CSM, or BVH files. After you open a file,
the Motion Capture Conversion Parameters dialog
(page 2–1070) opens. Following are descriptions
of sett ings in the Open dialog.
Files of ty pe
BIP—Filters the raw version of the
motion-capture data that ships with
3ds Max. These are in a BIP format. Filter
standard BIP files to convert footstep animation
to a freef orm animation; extract footsteps from
a freeform animation; and to loo p a BIP file.
BVH—BioVision motion-capture data file.
Cont ains the “actor’s skeletal and motion
information. Once the motion-capture data is
filtered and adjusted, save it as a BIP fi le for
later use.
CS MImports a character studio marker file
(ASCII format file). Optionally, load a Marker
Name file (MNM), a Talent Str ucture file (FIG),
and a Talent Pose file (CAL) before loading a
CSM file. Marker files should be loaded with
no key reduction and no footstep extraction to
enable the calibration controls.
Restructure biped to match f ile (BIP f iles only)—Tur n
ontochangethebipedstructuretomatchthe
structurestoredintheBIPfile.Thefileloadswith
the stored biped struc ture. This is an Open dialog
option.
This option is unavailable when you load a BIP file
intoacliporontoabipedthatisinEditClipmode,
becausealltheclipsinthemotionflowwouldhave
to be adapted.
Note: CSM and BVH files always load w ith the
biped structure stored in the file.
SetloweststartingfootheighttoZ=0(BIPfiles
only )—
SetstheloweststartingfootheighttoZ=0.
This is an Open dialog option. D efault=on.
In 3ds Max, the height of a motion clip can b e
retained. This is important if you want to retain
the height of a motion clip for motions adapted to
characters of different sizes. If, for example, the
character is jumping off a rock, and you want to
retain the Z position of the character, you would
turn this option off. Leave this option off if Motion
Flow motions must be blended that begin and end
at different heig hts, such as three clips that have the
character mounting a bicycle, r iding the bicycle,
and dismounting the bicycle.
Turning off this option can, however, cause a jump
in the motion during motion flow transitions.
Turn this on for smo oth transitions in Motion
Flow mode. If adaptation takes place, the height is
set so that the lowest foot at frame 0 starts at the
Z=0 height. This lines up clips along the Z-axis
and creates smooth tr ansitions.
FirstloadrawmarkerdataandturnonShow
Markers to help you decide if calibration is
necessary. If both scale and position calibration
are necessary, calibrate scale first (Talent Figure
mode)andthencalibratelimbposition.3dsMax
adapts biped keys after biped scale is changed
in Talent Figure mode. Orient the biped limbs
relative to the m arkers and click Adjust Talent Po se
to apply this offset to the entire animation. Save
Talent Figure Structure and Talent Pose to a FIG
andaCALfile,respectively.LoadaFIGandaCAL