9
Dynamics & Adaptation Rollout 981
Inter face
GravAccel—Sets the strength of t he g r avitational
acceleration used to calculate the biped’s motion.
By default, this parameter is set to accurately
simulateNewtoniangravityasfoundonthe
Earth’s surface.
At a value of 0, the biped still runs but the feet
hardly get off the ground.
Biped Dynamics—Creates new center-of-mass keys
using Biped Dynamics.
Keys for the center of mass (COM) B alance Factor
and Dynamics Blend parameters are set to a va lue
of 1. Biped calculates airborne t rajectories and
biped balance.
Note: UseDynamicsBlendontheKeyInforollout
> Body group to set a vertical COM key that is a
blend between Dynamics and Spline Interpolation;
avalueof1isfullDynamics,avalueof0isfull
Spline interpolation.
Spline Dy namics—Creates new center-of-mass keys
using full spline interpolation. Al l new vertica l
COM keys are created with Dynamics Blend=0,
and all new horizontal COM keys are c reated with
Balance Factor=0.
Footstep Adapt Locks group
Lock specified tracks to prevent automatic
adjustmentsbeingmadetothosetrackswhen
footsteps are moved in space or edited in time.
All the locks except for Time work for footstep
editing in space. Time locks upper body keys
when footsteps are edited in time (Track View).
Adapt Locks only applies to a Footstep animation,
not a freeform animation.
When you move a footstep in space or adjust
footstep timing, Biped automatically adapts
existing keyframes to match the new footsteps.
Adapt locks allows you to preserve the exact
position of already created keys for a selected track.
AdaptLocksdoesnotneedtobeonallthetime.
Forexample,ifyouwanttoraiseallthefootsteps
along the world Z -axis, without changing the
upper body position, turn on Footstep Adapt
Locks g roup > Bo dy Vert ical Keys, turn on
Footstep mode, select all the footsteps and move
them up along the world Z-axis. The footsteps are
repositioned, the legs are adapted, but the upper
body retains the same motion rather than being
raised with the footsteps. Now turn off Body
Vertical Keys, and the upper body still retains its
original motion.
Use Footstep Adapt Locks > Time to retain upper
body motion while editing footstep duration in
Track View. When the duration of a footstep is
changed, the biped leg will adapt by re-timing the
touch, plant, and lift keys. The biped upper body
keys will retain their exact motion.
Body Horizontal K eys—Turn on to prevent
adaptation of body horizontal keys when footsteps
are edited in space.
Body Vertical Keys—Turn on to prevent adaptation
of body vertica l keys when footsteps are edited in
space.