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980 Chapter 14: character studio
K ey Highlight—
Displays keys by highlighting the
stick figures.
Retargeting Group
The tools in this group let you animate a biped
across layers w hile maintaining the IK constraints
of the base layer. You can also choose to use a
different biped in your scene to use as reference for
your biped’s retargeted hands and feet.
Biped’s Base Layer—Choose this method to use the
IKconstraintsfromtheselectedbipedsoriginal
layer as retarget reference. Default=active.
Reference B ipedChoose this method to use the
biped whose name is displayed next to the Selec t
Reference Biped button as retarget reference.
Select Reference B ipedLets you choose a
biped to use as retarget reference for the selected
biped. The chosen biped’s name is displayed next
to the button.
Retarget Left ArmWhen on, the IK
constraints of the base layer are honored for the
biped’s left arm.
Retarget Right ArmWhen on, the IK
constraints of the base layer are honored for the
biped’s right arm.
R etar get Lef t Leg—When on, the IK
constraints of the base layer are honored for the
biped’s left leg.
R etar get R ight Leg—When on, the IK
constraints of the base layer are honored for the
biped’s righ t leg.
Update—Calculates the selected biped’s hands
and feet positions for every set key based on the
retarget method (Base Layer or Reference Biped),
the active retarget body parts buttons, and the I K
Only option.
IK Only—When on, the biped’s constrained hands
and feet are retargeted only during the frames on
which they are IK controlled. When off, the hands
and feet are retargeted during both IK and FK
keys. Default=off.
Dy namics & Adaptation R ollout
Select the biped. > Motion panel > Dynamics &
Adaptation rollout
The controls on the Dynamics & A daptation
rolloutletyouspecifythewayyouwanttocreate
biped animation. The parameters let you modify
grav ity strength, dynamic properties for keys
generated by newly created footsteps, the number
of transform tracks available on the biped, and
prevent key adaptation.
B iped D yna mi cs a nd S pli ne D y na mics
These parameters specify how new biped center
of mass keys are created and therefore how you
want to work with the biped. Turning on Spline
Dynamics will create center of mass keys, without
gravity and balance calculation, for newly created
footsteps. This may feel more familiar to new users
who are already familiar with spline interpolation.
Biped Dynamics calculates biped airborne
trajectory, knee bend on landing and positions
thebipedtomaintainbalancewhenthespine
is rotated. When parameters change, the biped
adapts.TurnonBipedDynamicsandusethis
adaptation to your advantage.
You can always change from one method to the
otheronaper-keybasisorfortheentireanimation
at any time.