9
890 Chapter 14: character studio
Selecting Track s from the Track Selection
Rollout
The center of mass has three separate animation
tracks, two for motion and one for rotation. These
trackscanbeselectedontheTrack Selection rollout
(page 2–945):
•
Body Horizontal
•
Body Vertical
•
Body Rotation (selects the Body Turning
track)
Selecting Tracks with the S elect B y Name
Tool
You can na vigate to and select tracks for a given
object using the text-entry field next to the Zoom
Selected Object in Track View. Ty pe the object
name in the text field, u sing wildcards as necessary,
and then press
Enter .
Selecting Tracks f rom the Track View
You can navigate to a given object simply by
traversing the Biped hierarchy in the Track View
hierarchy window.
Note that child objects in the hier a rchy are nested
below parent objects. You may need to open
several parent objects to get to the nested object
you want. The biped tr acks are g rouped as follows:
•CenterofMass
•Footsteps
• P elvis (branch1) Spine, Neck (branch), Head,
Ponytail.
• Pelvis (branch2) Thigh, Calf, Foot, Toes.
•Pelvis(branch3)Tail.
• Neck (branch 1), Head
• Neck (branch 2), Clavicle, UpperArm,
Forearm, Hand, Fingers.
Each of these tracks can be seen in Track View,
expanded trackbar and Workbench.
Note that the hands and fingers are grouped with
the arms, and the fingers and toes are grouped
w ith the legs.
The body’s t ranslation keys are separated into
vertical and horizontal tracks.
Animating by Moving Link s
Use the standard 3ds Max Move transform
to move biped links.
Asshowninthetablebelow,therearetwotypesof
movements you can apply to a biped link:
• Gene ral Move – When you select and move
the center of mass object, it and all of its
childrenmove;thatis,theentirebipedmoves.
When you move the center of mass and one or
morelegsareplantedonthegroundwithIK
constraints (IK Blend=1.0), the Biped tries to
maintain the legs’ planted position while the
body moves.
• Inverse Kinematics – Applies to all parts of
the arms, legs, fingers, and toes, except the
clavicles. If you attempt to move a hand or foot
beyond the biped’s kinematic limit, the arm or
legstraightensoutandmovesasfaraspossible
in the direction you drag.
The pelvis, head, neck, non-base spine links, and
non-base tail links cannot be moved. They can
only be rotated, although they move when their
parent moves.
When you select multiple biped parts and move
them, the move applies only to selected biped
parts that have no selected ancestors. For example,
when the entire biped is selected, only its center of
mass object is moved. When all of the finger joints
areselected,thebasesofallthefingersaremoved.