9
872 Chapter 14: character studio
K ey Adapta ti on f or Footstep P la cement
Edits
Whenyoumoveorrotateactivefootsteps
as described in Editing Footstep Placement
(page 2–869),thebiped’skeysareimmediately
influenced by the edit. The following keyframe
tracks are influenced in the vicinity of the edited
footsteps:
• Body Horizontal keys change to step or hop
within range of new footstep locations
•BodyVerticalkeyschangetomatchpossible
changes in stride length, since the center of
mass must move lower to step longer distances
• Body Turning (Body Rotation) keys change
to bank into turns created by changes in path
cur v ature or body speed
• Right or left leg keys in a Mo ve state (when
the leg is not in a footstep) are adapted to step
between new locations
Other keys are preserved in the adaptation process.
For example, if you animate the body to kneel
while turned to the right, altering a nearby footstep
wi ll maintain the biped’s height and turning
motion as much as possible.
K ey A dapta tion for Footstep T iming
Edits
To edit act ive footsteps in time, follow the methods
described in Editing Footstep Timing (page 2–869).
Keyf rames affected by the edit are updated
immediately.
A fundamental factor in how your keyframes are
adapted is whether the sequence of leg support
transitions has changed. Changing the relat ionship
between opposite leg keys effectively changes the
gait, w hich causes entirely new keyframes to be
generatedatthatpoint.
• If you move footstep keys in such a way that
you remove an overlap or create a new overlap
between opposite legs, you have changed the
gait, and new keys will be generated for legs.
• If you do not change the overlap relationship
between opposite legs, exist ing legs keys are
retained.
Wa rn in g : Editing a jumping sequence so that the feet
hit or leave the ground slightly out o f phase rather than
atthesametimeintroducesachangeinthelegsupport
sequence. Hence, even in this case, the leg keys will be
locally replaced with default keys.
Note:
If you scale the biped’s feet in Figure mode
after activating footsteps, then turn off Figure
mode, character studio will recalculate the
footstepdisplaysizeandthefootstepdynamics
automatically.
Locking Keys
You c an lock specified tr acks to prevent them from
adapting automatically when you move active
footsteps. The controls in the Footstep Adapt
Locks group on the Dynamics & Adaptation rollout
(page 2–980) lock specified tracks.
Procedure
To prev ent key s f rom changing when a ctive
footsteps ar e edited:
1.
On the Motion panel, on the Dynamics &
Adaptation rollout, in the Footstep Adapt Lo cks
group, select the types of keys you want to lock.
2. Move, rotate, scale, or bend active footsteps.
Thetracksyoulockareunaffectedbyfootstep
editing.
Splicing Footsteps
You can copy the motion of a biped footstep
sequence, and paste it either at the end or into
the m idd le of another footstep sequence. This
technique is called splicing (page 3–1015).