9

974 Chapter 14: character studio
Note:
If part of the copied biped is linked to an IK
object,thatobjectitisnottransferableusingthe
copy/paste process. H owever, the Join to Prev IK
Key option is maintained, as well as they Bo dy
or Object options. If a copied pose or posture
contains an IK Object, the data becomes baked
into the biped’s link while keeping the key in
Object space.
Note: If part of the pasted biped is lin ked to an IK
object,thatobjectismaintainedevenwhilethe
new p ose or posture is honored. In other words, i f
an incoming pose requires a change in an existing
link between a biped limb and an IK object, the
link is maintained and adjusted accordingly.
Default—Sets (on the Key Info rollout (page
2–954))theTCBEaseToandEaseFromto0,
and Tension, Continuity and Bias to 25. These
settings are unrelated to what was copied or
where it is pasted. Any IK key values a lready
set are maintained. Other wise, values w i ll b e
obtained from the position in time between the
previous and next keys.
Co pied—Sets the TCB/IK values to match
those from the copied data. If a copied pose or
posture is not on a key, the TCB/IK values are
based on interpolation from the previous and
next keys.
Interpolated—Sets the TCB values to an
interpolation fro m the animation on which you
are pasting. If an existing key is being pasted,
its TCB values are maintained. Along the same
lines, existing IK values are also maintained
when pasted. If no key is present, the IK values
aresetfromthepositionintimebetweenthe
previous and next keys.
Layers R ollout
Select the Biped > Motion panel > Layers rollout
Controls on the Layers rollout allow you to add
layers of animation above the original biped
animation. This is a powerful way of making
global changes to your character animation. For
example, add a layer to a run cycle and rotate
the spine forward at any frame, and it becomes a
crouched run. The original biped motion is kept
intact and c an b e viewed by switching back to the
original layer. You can view layers individually or
asacompositeofalltheanimationinallthelayers.
Layers behave like freeform animation; the biped
can adopt any pos ition.
Tip: You can globally tr anslate both footstep and
freeform animation by doing a layered edit on
the center of mass (page 2–933).Forexample,by
adding a la yer and moving the center of mass you
can move a freeform or footstep animation.
With layers, you can easily adjust raw
motion-capture data, which contains keys at every
frame. Simply add a layer and key frame the biped.
The original layer is displayed as red bones.