2009

Activation/Deactivation Workflow
The fastest workflow with footsteps is to deactivate footsteps and make
changes, reactivate footsteps and play the animation to check your work, and
repeat this process until the footstep timing and placement are correct.
However, deactivating and reactivating footsteps replaces any biped keys with
the default animation for the current footstep pattern and timing.
For this reason, it is recommended that you work with footsteps exclusively
first, ignoring the upper body animation, and deactivate and reactivate
footsteps as needed. When the motion of the feet is perfect or near-perfect,
only then should you adjust the biped animation manually. Otherwise, you
will lose all your manual animation work every time you deactivate and
reactivate footsteps.
TIP Alternatively, you can use layers on page 4403 to store any upper body
animations you want to preserve while you proceed with changes in your biped's
footsteps.
Rules for Inactive Footsteps
When you click deactivate footsteps, only selected footsteps are deactivated.
If you haven't made any changes to the default animation, it is recommended
that you deactivate all footsteps. However, if you've changed or added
animation keys to part of the animation, you might want to deactivate only
a portion of the footsteps.
When some but not all footsteps are currently deactivated, limitations are
imposed on the changes you can make to footsteps:
You cannot set, delete, move, or edit keys in any way; footstep tracks are
disabled in the Dope Sheet.
You can create footsteps only when the new footsteps are among and
adjacent to existing inactive footsteps.
You can delete only inactive footsteps, and at least one inactive footstep
must remain.
You cannot deactivate a set of nonsequential footsteps.
See also:
Activating Footsteps on page 4192
Footstep Animation | 4195