2009

Right or left leg keys in a Move state (when the leg is not in a footstep) are
adapted to step between new locations
Other keys are preserved in the adaptation process. For example, if you animate
the body to kneel while turned to the right, altering a nearby footstep will
maintain the biped's height and turning motion as much as possible.
Key Adaptation for Footstep Timing Edits
To edit active footsteps in time, follow the methods described in
Editing
Footstep Timing
on page 4200. Keyframes affected by the edit are updated
immediately.
A fundamental factor in how your keyframes are adapted is whether the
sequence of leg support transitions has changed. Changing the relationship
between opposite leg keys effectively changes the gait, which causes entirely
new keyframes to be generated at that point.
If you move footstep keys in such a way that you remove an overlap or
create a new overlap between opposite legs, you have changed the gait,
and new keys will be generated for legs.
If you do not change the overlap relationship between opposite legs,
existing legs keys are retained.
WARNING Editing a jumping sequence so that the feet hit or leave the ground
slightly out of phase rather than at the same time introduces a change in the leg
support sequence. Hence, even in this case, the leg keys will be locally replaced
with default keys.
NOTE If you scale the biped's feet in Figure mode after activating footsteps, then
turn off Figure mode, character studio will recalculate the footstep display size
and the footstep dynamics automatically.
Locking Keys
You can lock specified tracks to prevent them from adapting automatically
when you move active footsteps. The controls in the Footstep Adapt Locks
group on the
Dynamics & Adaptation rollout on page 4417 lock specified tracks.
Footstep Animation | 4205