2009

Biped Properties
The biped skeleton has some properties designed to help you animate faster
and more accurately.
A human structureJoints on the biped are hinged to follow human
anatomy. By default, the biped resembles a human skeleton and has a
stable inverse kinematics hierarchy. This property means that when you
move a hand or foot, the corresponding elbow or knee orients itself
accordingly, and produces a natural human posture.
Customizable for non-human structuresThe biped skeleton can easily
be made to work with a four-legged creature or an animal that naturally
leans forward, such as a dinosaur.
Natural rotationsWhen you rotate the biped spine, the arms maintain
their relative angle to the ground, rather than behaving as though fused
to the shoulders. For example, take a biped in a standing position, with
arms hanging at its sides. If you rotate the spine forward, the fingers touch
the ground rather than pointing behind it. This position is more natural
for the hands, which speeds the process of keyframing the biped. This
feature also applies to the biped head. When you rotate the spine forward,
the head maintains a forward-looking orientation.
Designed for footstepsThe biped skeleton is specially designed to animate
with character studio footsteps, which help solve the common animation
problem of locking the feet to the ground. Footstep animation also provides
an easy way to rough out animation quickly. See the section
Creating
Footstep Animation
on page 4176.
See also:
Biped on page 4147
Biped User Interface on page 4323
Understanding Biped | 4131