2009

Footsteps should be deactivated when you make substantial changes to footstep
timing or placement.
Footsteps are deactivated by selecting footsteps and clicking Deactivate
Footsteps in the
Footstep Operations rollout on page 4438.
After making changes to the footsteps, click Create Keys for Inactive
Footsteps in the
Footstep Operations rollout on page 4438. This will recreate
keys for the biped and cause it to follow the footsteps.
Active footsteps are pale in color, while inactive footsteps are brightly colored.
This coloring appears both on footstep icons in viewports and on footstep
keys in the Dope Sheet.
NOTE Deactivating and reactivating footsteps causes all biped keys to be replaced
with default animation keys for the current footstep pattern and timing.
When to Deactivate Footsteps
There are many situations where you will want or need to deactivate footsteps
after activating them.
When you move or rotate active footsteps substantially, you might find
that the original keys generated are no longer appropriate for your
animation. If this happens, deactivate footsteps, move the footsteps into
the correct locations, and activate footsteps again.
When changing footstep timing in the Curve Editor's Dope Sheet mode,
you might receive an error message stating that what you are trying to do
violates one of the rules of biped key placement. If this occurs, deactivate
footsteps, make timing changes in the Dope Sheet, then activate footsteps
again
If you have a large number of active footsteps in the scene, moving
footsteps and making timing changes can cause delays as all keys are
adapted and updated. You might find your work is faster if you deactivate
footsteps while making your changes.
If you have activated footsteps then changed the default animation, then
find you want to return to the default animation, you can deactivate
footsteps and activate them again to recreate the default animation.
4194 | Chapter 17 character studio