9

964 Chapter 14: character studio
Inter face
Enable SubanimsEnables Biped subanims.
For more information about Biped subanims, see
Using Controllers (page 2–896)
Ma nipula te Su banims—Modifies Biped
subanims. For more information about Biped
subanims, see Using Controllers (page 2–896)
Clear Selected Tra cks—Removes all keys and
constraints from the selected objects and tracks.
Clear A ll Animation—Removes all keys and
constraints from the biped.
Mirror—Mirrors the entire biped animation.
Set Multiple K eys— Select keys using filters or
apply a rotat ional increment to selected keys. Use
this to change periodic motion keys in Track View.
Displays the Set Multiple Keys dialog (page 2–965)
Set Parents ModeWhen a limb key is
created, keys are created for the parent objects
also,providedSetParentsModeisturnedon.Use
Set Parents Mode when you turn on Separate FK
Track s.
Set Parents Mode stores the position of the entire
limb when a biped limb is moved using inverse
kinematics instead of rotated using for ward
kinematics. For example, if Set Parents Mode is off
and Separate Tracks are turned on for the biped
arms, then the arm will s nap back to its original
position if you transform the biped hand.
If Separate Tracks are tur ned on for a biped body
part,thenturnonSetParentsMode. Thislets
youusetheMovetransformtopositionthebiped
limbs.
Note: S eparate Tracks adds biped object transform
tracks.
AnchorRightArm,LeftArm,RightLeg,
Lef t Leg
Let you temporarily fix the location
and orienta tion of hands and feet. Use anchors
when you are setting up animation with inverse
kinematics object space, in which the arm or leg
followsanobjectinthescene.Anchorsensurethat
the arm or leg keeps its alig n ment until you set
the second key that establishes the object-space
sequence.
Tip: An alternative to anchors is to use Set Planted
Key on the Key Info rollout (page 2–954).When
you use Set Plant ed Key, the limb is positioned to
the previous IK key (Join To Previous IK Key).
Show All in Track V iewShowsallthecurvesforthe
options in the K eyframing rollout in the track view.
Separate FK Tracks group
By default, character studio stores a finger, hand,
forearm, and upper-arm key in the Clavicle track.
The toe, foot, and calf keys are stored in the thigh
track. This optimized approach to key storage
works well in most c ases. If you need ext ra t r acks,
turn them on for a specific biped b ody part.