2009
Footsteps displayed in Track View - Dope sheet editor
Using the default keyframes as a starting point, you can interactively insert,
replace, or delete keyframes in order to refine the motion of the biped and fill
in the details of movement that are unique to your animation.
NOTE By default, when Biped Dynamics on page 7923 is turned on in the Dynamics
and Adaptation rollout, gravity (Dynamics Blend) and ballistic tension calculate
the trajectory of the center of mass for all newly created keys in a footstep
animation containing a running or jumping motion. If
Spline Dynamics on page
8135 is turned on in the Dynamics and Adaptation rollout before footsteps are created
and activated, the center of mass uses spline dynamics to calculate vertical motion,
which does not take gravity into consideration. Using spline dynamics, you must
set keys for the top of a jumping motion or the dip when the character lands; this
trajectory is automatically calculated with biped dynamics.
Footstep Editing
At any point in the design process, you can choose to interactively edit your
footstep's spatial pattern in the scene or the timing of footsteps in Track View.
The keyframes adapt to each edit: changes to footstep location retain the
details of all your keyframe positions. Keyframe timing remains synchronized
4182 | Chapter 17 character studio