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948 Chapter 14: character studio
Body Ver ticalSelects the center of mass to
edit vertical biped motion.
The B ody Vertical track uses the Dynam ics
Blend parameter to control gravity in a footstep
animation. A Dynamics Blend value of 1.0 uses
the va lue of GravAccel (page 3–950) (g lobal gravit y
value) to calculate an airborne trajectory for the
biped. No keyframes are required to position
the biped in the air, a trajectory is ca lculated
automatically. A value of 0.0 uses Spline Dynamics
for the vertical position of the biped; you must
create keyframes to position the biped vertically.
The Bo dy Vertical track also has a Ballistic Tension
(page 3–914) parameter that controls how much
the biped k nees b end when the biped lands from
an airborne period. This means that keys do
not need to b e created at the lowest position of
the biped after landing; a trajectory is calculated
automatically.
Note: You can create keys manually to override the
calculated trajectory during the landing period.
However, vertical keys must have Dynamics
Blend=0.0 in order to fully override the trajectory
during the airborne period.
B ody R otation—Selects the center of mass to
edit biped rotational motion.
Lock COM K ey ing—When on, allows you to
select multiple COM tracks at the same time. Once
locked, the tracks are stored in memor y, and are
remembered ever y t ime the COM is selected.
Note: Lock ed COM tracks are also honored after a
scene reset or a session change.
Symmetrical—Selects the matching object
on the other side of the biped. For example, if the
right arm is selected, clicking Symmetrical Tracks
selects the left arm too. You can then make changes
to both sides of the body at once. Symmetrical
works for single and multiple biped parts.
Opposite—Selects the matching object on the
other side of the biped, and deselects the current
object. For example, if the ri ght arm is selected,
clicking Opposite Tracks selec ts the left arm and
deselects the right arm. Opposite Tracks can be
usedforsingleormultipleobjects.
See also
Biped Color-coded Keys and Trajectories (page
2–1005)
Qua ter nion/Eu ler R ollou t
Selec t the biped > Motion panel > Quaternion/Euler
rollout
This rollout contains options to switch between
Eulerorquaternioncontrollersonbiped
animations. These choices offer alternative ways
to control an animation in the Curve Editor. For
more details, refer to Working w ith Eu ler Cur ves on
Biped Animation (page 2–916).
Procedures
To switch between qua ter nion a nd Eul er rot ation
controllers:
1.
Create a biped.
2. Turn on Auto Key.
3. Selectthebipedsupperarmandrotateit
so it extends forward.
4. Go to frame 20 and rotate the upper arm
so it extends sideways.
5. Go to frame 40 and rotate the upper arm
back to its original orientation.