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Activating Footsteps 865
need a biped, create the biped at this t ime, then
access the Motion panel.
4. Turn on Fo otstep Mo de.
5. Click Create Footsteps (at current frame).
Move the cursor over the terrain. A transform
gizm o moves with your cursor to indicate the
location and orientation of the gizmo. Click to
placeafootstep,thenmovethecursorandclick
again to place more footsteps.
6. When you have finished placing footsteps,
click Create Keys For Inactive Footsteps.
Keys have now b een created for the footsteps.
7. Click Play Animation to see the animation.
Thebipedstepsontheterrain,followingthe
footsteps.
See also
Choosing a Gait (page 2–861)
Creating Footsteps Automatically (page 2–862)
Editing Footstep Placement (page 2–869)
Activa ting Footsteps
When footsteps are created, they are inactive.
To make the biped move through the footsteps,
you must activate them by clicking Create Keys
for Inactive Footsteps on the Footstep Operations
rollout (page 2–990).
When you act ivate footsteps, keys are created for
the biped’s legs and feet, causing the biped to step
through the footsteps. In addition, keys are created
for t he spine, arms, hips, and tail (if the biped has
one) to make the biped move naturally t hrough
the footsteps. Keys are not created for the head,
ponytails or props.
When keys are created for footsteps, a generic
type of motion is generated for the biped’s body
based on footstep placement and timing. This
movement is intended as a starting point for your
ownanimation,notasafinalsetup.
There are times when it is appropriate to deactivate
footsteps, make changes, and activate footsteps
again. See Deactivating Footsteps (page 2–865).
Procedure
To activate footsteps:
1.
While in Footstep mode, create
footsteps using the autom atic or manual
method.
2. Move, rotate, delete and edit footsteps as
desired.
3. Click Create Keys for Inactive Footsteps
in the Footstep Operations rollout.
4. Click Play Animation to see the animation.
See also
Creating Footsteps Automatically (page 2–862)
Creating Footsteps Manually (page 2–863)
Deactivating Footsteps
When you change the position or timing of
active footsteps, the biped’s animation changes
accordingly,causingthebipedtostepintothe
footsteps in thei r new pos itions with the new
timing.
Deactivating footsteps temporarily suspends
changes to animation when footsteps are changed.
When you move deactivated footsteps or change
their timing, the biped still cont inues to do
thesamemotionitdidbeforefootstepswere
deactivated.