9
862 Chapter 14: character studio
Feet Down—
The number of frames in w hich both
feet are on the ground.
Airborne—The number of fr a mes that the biped
is airborne, that is, when neither foot is on the
ground.
Changing these v alues changes the biped’s jump
behavior.
Setting Gait Parameters
Gait parameters can be found in two areas:
•
If creating footsteps automatically with
Create Multiple Footsteps, the gait p ar ameters
appear on the Create Multiple Footsteps dialog
(page 2–992).
•
If creating footsteps manually with
Create Footsteps (append) or Create Footsteps
(at current frame), the gait parameters on t he
Footstep Creation rollout (page 2–988) are used.
Changingthesevalueschangesthetimingforany
footsteps placed after the values are set.
Changing the Gait After Creating
Footsteps
After creating the footsteps, you can change the
gait by editing footstep timing in Track View’s
Dope Sheet mode. See Editing Footstep Timing
(page 2–869).
Gaitparametersareonlyonewaytodefinethe
timing an d nature of the biped’s gait. For a m ore
complete description of gaits and other parameters
that alter the nature of the biped’s motion, see
Adjusting Vertical Motion (page 2–878).
Creat ing Footst eps A utomati ca ll y
Automatic footstep creation is the easiest way to
create a walk or run cycle. You can use this method
to make the biped climb or descend a flig ht of
stairs, hop repeatedly, and do a variety of motions.
Automatic footstep creation places the footsteps
for you, generating perfectly t imed and spaced
footsteps.
Procedure
To creat e f ootsteps a utomati cally :
1.
Select any par t of the biped.
2. On the Motion panel > Biped rollout,
click Footstep Mode.
You are now in Footstep mode, where you can
create, act ivate, or edit footsteps.
3. In the Footstep Creation rollout,
choosethegaityouwanttouseforthefootsteps:
Walk , Run, or Jump.
The selected gait determines the timing pattern
of the automatically placed footsteps.
4. In the Footstep Creation rollout, click
Create Multiple Footsteps.
The Create M ultiple Footsteps dialog (page
2–992) appears. This dialog determines various
aspects of the footstep sequence, such as
how far each footstep will be placed from the
previous footstep.
5. Set the multiple footstep parameters, and then
click OK.
This places footstep icons in the scene. To make
the biped move through the footsteps, you must
create keys for the footsteps.
6. Click Create Keys For Inactive Footsteps
on the Footstep Operations rollout.
Keys have now been created for the footsteps.
7. Click Play Animation to see the animation.