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quick and easy to load a long series of clips into a transition track with correct
transitions.
Working with Foot-Based Transitions
Much like Motion Flow, transitions in the Mixer between foot-based motion
clips (clips where IK constraints keep the feet planted at various times) must
be carefully placed and adjusted to make the animation look as natural as
possible. The workflow depends on whether you are animating a biped, or
3ds Maxobjects such as a rigged character.
Foot-Based Transitions with Biped
For the most natural transitions between foot-based motions, follow this
workflow:
1 Find a good place to start and end the transition.
2 Create the transition with this timing. You can also optimize the
transition to fine-tune it.
3 Change the transition focus.
4 Perform a mixdown.
Study both clips to find a start time and range for the transition that will result
in smooth motion. Look for times when each foot has the same planting or
free status in both clips. For example, a time period when both clips have the
left foot planted and the right foot free is a good time range for a transition.
You can fine-tune your choice of transition time by optimizing the transition.
This features searches each clip, either in its entirety or near an existing
transition, to find the best timing for the transition.
You can improve a transition between foot-based clips by changing the
transition focus on the
Transition Editor dialog (Biped Object) on page 3764. In
the example described above, the left foot would be chosen as the transition
focus, because this would keep the left foot planted while the animation moves
around it.
When transitions cause a planted foot to slide or pop slightly, or force a leg
to straighten unnaturally, you can use a
mixdown on page 8045 to correct these
problems. See
Exporting Animation to the Biped on page 3741.
3728 | Chapter 15 Animation