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894 Chapter 14: character studio
Likewise, the orientation of the neck changes
the p osition, but not the orientation, of the
head. A lthough linked to the neck, the head
typically rotates independently of the neck, and
interpolation of these individually set orientations
produces more natural-looking motion.
Similar to the head and arms, changing the
orientation of the upper or lower leg changes
the p osition, but not the orientation, of the
corresponding foot. In this way, the foot
orientation remains relative to the ground plane.
Adjusting K eys with TCB Rotation
Rather than creating extr a keys to fine-tune the
motion of the biped limbs, you can use the TCB
cont rols to adjust ease in, ease out, and limb
trajectory on keys that already exist.
V isua lizing R otation Animations with
Funct ion Curves
Another way to visualize your rotation animation
is through the Cur ve E ditor (page 2–507).Each
keyyouaddisdisplayedandconnectedto
other keys, creating a curve that represents your
animation. You c an use either the TCB Rotation
Controller (page 2–377) or the Euler XYZ Controller
(page 2–318) (on the Quaternion/Euler rollout
(page 2–948))todisplayyourrotationcurveas
Quaternion or Euler, respectively. Each controller
affects the curve differently based on separate
rotation calculations. To learn more about this,
refer to Working with Euler Curves on Biped
Animation (page 2–916).
Tangent Euler Rotation curve
Quaternion Rotation cur ve
Procedures
To change TCB for a biped arm:
1.
On the Key Info rollout, turn on
Trajectories.
2. Select a biped arm.
3. Use Next or Pre
vious key to locate an
arm key.
4. If the TCB group is not already displayed, click
the TCB div ider.
5. Change the Tension, Continuity, and Bias
spinners.
The trajecto
ry changes to reflect the new
parameters. Play the animation to see the
change.