2009

Procedures
To deactivate footsteps:
1 Select the footsteps to deactivate.
The footsteps you select must be in sequence; you cannot deactivate a
nonsequential set of footsteps.
2
Click Deactivate Selected Footsteps in the Footstep Operations
rollout.
The footsteps are deactivated. Viewports and the Dope Sheet display them
in bright colors again.
Understanding Footstep and Body Keys
When you activate footsteps, keys are created for biped body parts. Before you
work with footstep placement and timing, it's essential that you understand
the default keys generated and how they relate to footstep editing.
Leg States
A leg moving through a footstep has four states, beginning with the foot on
the ground. Then the foot lifts, moves through the air, and returns to the
ground again. These leg states are labeled by character studio to help you work
with footsteps and leg/foot keys more easily when editing footsteps.
These states are referred to in these topics to aid in understanding more
advanced footstep concepts, so it's important that you become familiar with
them.
Touch occurs at the leg keyframe where the foot first touches the footstep,
and always corresponds with the start frame of a footstep in Track View.
The Touch state is always one frame long.
Plant occurs after touching, and before lifting. It is always in between the
start and end frames of a footstep in Track View. The Plant state is usually
more than one frame long.
Lift occurs at the keyframe where the foot lifts off the ground, and always
corresponds with the end frame of a footstep in Track View. The Lift state
is always one frame long.
4196 | Chapter 17 character studio