2009
move naturally through the footsteps. Keys are not created for the head,
ponytails or props.
When keys are created for footsteps, a generic type of motion is generated for
the biped's body based on footstep placement and timing. This movement is
intended as a starting point for your own animation, not as a final setup.
There are times when it is appropriate to deactivate footsteps, make changes,
and activate footsteps again. See
Deactivating Footsteps on page 4193.
See also:
■
Creating Footsteps Automatically on page 4187
■ Creating Footsteps Manually on page 4188
Procedures
To activate footsteps:
1
While in Footstep mode, create footsteps using the automatic or
manual method.
2 Move, rotate, delete and edit footsteps as desired.
3
Click Create Keys for Inactive Footsteps in the Footstep Operations
rollout.
4
Click Play Animation to see the animation.
Deactivating Footsteps
When you change the position or timing of active footsteps, the biped's
animation changes accordingly, causing the biped to step into the footsteps
in their new positions with the new timing.
Deactivating footsteps temporarily suspends changes to animation when
footsteps are changed. When you move deactivated footsteps or change their
timing, the biped still continues to do the same motion it did before footsteps
were deactivated.
Footstep Animation | 4193