2009
■ Move occurs while the foot is in the air, and is always in the intervals
between footsteps in Track View. In walking, while one foot moves, the
body is supported by the other leg. In running or jumping, there are periods
where the body is not supported and moves in midair.
For more information on these keys, see
Editing Footstep Timing on page 4200.
You can display the current state of each leg by turning on Leg States in
Biped rollout > Display group. The state name appears in viewports near the
foot, corresponding to the state at the current frame.
NOTE State names appear only on footsteps that have been previously activated.
If active footsteps have been deactivated and edited, the state names that appear
will correspond to states the legs were in before deactivation. For this reason, leg
states displayed between deactivation and reactivation might not be accurate.
Regardless of the footstep pattern, activating footsteps will always cause leg
keys to be generated at each lift and touch frame. Although you can alter these
keys to some degree by going to a touch or lift keyframe, turning on Auto Key
and changing the leg positions or rotations, you cannot delete these keys.
To change the foot/leg animation after footsteps are activated, seeAnimating
Legs and Feet
on page 4208 and Adjusting Body Keys in Track View on page 4211.
Body Keys
When foosteps are activated, keys are also generated for the center of mass
(COM) object, the blue tetrahedron at the center of the biped's pelvis. The
position and rotation of the COM determines the horizontal and vertical
position of the biped body, as well as its rotation.
Unlike other biped parts or 3ds Max objects, the COM has three separate
animation tracks, two for motion and one for rotation. You select these tracks
by clicking the appropriate button on the
Track Selection rollout on page 4348:
■ Body Horizontal
■
Body Vertical
■ Body Rotation (displays keys for the Body Turning track)
Footstep Animation | 4197