2009
with changes to footstep timing, except in cases where default leg keys must
be regenerated to account for timing edits that alter the basic gait pattern,
such as creating a hop in the middle of a walk.
Use Footstep mode to create and edit footsteps. Use Keyframe mode (Footstep
mode off ) to create and edit your character's keys. You can always edit the
timing of both footsteps and keyframes in Track View.
While the biped's feet are airborne, you can animate its legs as you do its upper
body. Biped does not create keys based on physics while the biped is off the
ground, so animating the legs might be necessary to make long leaps realistic.
Alternatively, you might want to make the biped appear to be floating in
midair, or underwater, or have it ride a bicycle. See
Freeform Editing Between
Footsteps
on page 4227.
You can make the biped interact with other objects in the scene: throwing or
kicking a ball, opening a door, and so on. You do this by attaching a biped
limb to an object in the scene.
An animatable IK Blend parameter lets you store the anchored position and
combine inverse with forward kinematics. After you've set keys, be sure to
remove the anchors.
TIP You can often get good results by loading an existing biped motion and then
varying it. You'll find a set of sample motion files on the program disc in the
\Samples\Motions directory.
NOTE On the time slider or in Track View, you can move one Biped key past
another. See
Moving Keys on page 4466.
See also:
■
Creating Footsteps on page 4183
■ Editing Footstep Motion on page 4198
Creating Footsteps
The topics in this section deal with the creation of footsteps for animating
bipeds. They are:
Planning for Footsteps on page 4184
Choosing a Gait on page 4185
Footstep Animation | 4183