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922 Chapter 14: character studio
existing biped. Gravity will be adjusted to be
proportional to the gravity stored in the file. (A
motion stored in a BIP or STP file has a gravity
value ass ociated with it.)
• When you paste footsteps copied from one
biped onto another biped, the locations of
the footsteps in the buffer w ill be scaled to
matchtheleglengthandpelviswidthofthe
existing biped. Gravity will be adjusted to be
proportional to the gravity stored in the file. (A
motion stored in a BIP or STP file has a gravity
value ass ociated with it.)
IfScaleStridemodeisnotactive,nocomputations
will be performed in any of the above cases. Then
you might see your biped moving over footsteps
that are spaced inappropriately far apart or close
together for the size of your biped. Typically , you
should leave Scale Stride mode active, unless you
want to maintain the spatial relationship between
the biped and other objects in your scene.
Procedure
To turn off Scale Stride mode:
1.
Select the biped, and go to the Motion
panel.
2. On the Biped rollout, click
the bar at the bottom to expand the rollout.
(If the rollout is already expanded, the bar
showsaminussignattheleft,insteadofaplus.)
3. In the Modes group, click Scale Stride
Mode to turn it off.
The button changes to indicate stride
scaling has been turned off.
4. UseFiguremodetoeditthefigure.
When you return to Keyfr ame mode or
Footstep mod
e, the biped’s str ide length is
unchanged, regardless of the biped figure’s new
proportions.
Merging and Cloning a Character
At some point you might need to use t he File
> Merge command to merge a character into
your scene. Also, you can use Merge to clone a
biped that has a mesh with the Physique modifier
applied, as described in this topic.
Cloni ng a Ch arac ter
To clone a character (that is, a biped with a
Physique mesh), save a scene that cont ains the
character, change the original biped’s name, and
thenuseFile>Mergetomergethecopyfromthe
saved file. You can merge from a saved version of
the scene that is currently open. See the procedures
for details.
Procedures
To merge a sk inned biped:
1.
Before you merge, make sure the root
name of the biped you want to import is
different from that of bipeds already in your
scene. If there is a name conflict, select the
conflictingbiped,gototheMotionpanel,and
use the Structure rollout’s Root Name field to
change the biped’s root name.
Ifyouskipthisstep,youwillgetaDuplicate
Name dialog for every object in the merged
biped’s hierarchy!
2. Cho o se File > Merge, then choose the MAX fi le
that contains the biped to import.
The Merge dialog displays.
3. ClicktoturnonSelectSubtreeintheMerge
dialog.
4. Locate and click the biped’s center of mass
name in the Merge dialog li st.