9
Footstep Animation 859
Footstep controls in Motion panel
Footsteps displayed in Track View - Dope sheet editor
Using the default keyframes as a starting point,
you can interactively insert, replace, or delete
keyframes in order to refine the motion of the
biped and fill in the detai ls of movement that are
unique to your a nimation.
Note: By default, when Biped Dynamics (page
3–916) is turned on in the Dynamics and
Adaptation rollout, gravity (Dynamics Blend)
and b allistic tension calculate the trajectory of
the center of mass for all newly created keys in
a footstep animation containing a running or
jumping motion. If Spline D ynamics (page 3–1015)
is turned on in the Dynamics and Adaptation
rolloutbeforefootstepsarecreatedandactivated,
thecenterofmassusessplinedynamicsto
calculate vertical motion, which does not tak e
gravity into consideration. Using spline dynamics,
you must set keys for the top of a jumping motion
orthedipwhenthecharacterlands;thistrajectory
is automatically calculated with biped dy namics.
Footstep Editing
At any p oint in the design process, you can choose
to interactively edit your footstep’s spatial pattern
in the scene or the t iming of footsteps in Track
View. The keyframes adapt to each edit: changes
to footstep location retain the details of all your
key f rame positions. Keyf rame timing remains
sy nchronized with changes to footstep timing ,