2009

The contents of the footstep buffer are placed over the active footsteps.
The first footstep in the buffer replaces the footstep that turned red, and
the rest of the buffer footsteps follow.
4 The footstep that turned red and the remaining original footsteps now
appear in the viewports. They will be near the activated footsteps, in their
saturated colors. They can now be moved and pasted onto the end of the
spliced motion, which will, in effect, perform an insert of the buffer
motion. The red footstep and is following footsteps can also be pasted
anywhere in the footstep sequence. If you pasted onto the last footstep,
this step does not occur.
If you dont want to append the leftover footsteps, simply click anywhere
in the viewport to dismiss them.
WARNING If any footstep in the buffer overlaps in time with a footstep
previous to the one onto that you are pasting, a message appears and the
paste will not be performed.
TIP To create a cycle of a motion with alternating footsteps, you must copy
and paste at least three footsteps.
Animating Legs and Feet
When you activate footsteps, keys are created for the legs and feet according
to the footstep pattern and timing. Leg and foot keys are set at each Touch
and Lift frame, and between footsteps.
Although the parts of the leg (thigh, calf, foot, toes) can move and rotate
separately, one key dot appears on the Track Bar and in Track View for each
leg structure unless you have turned on separate tracks in the
Keyframing
Tools rollout
on page 4380.
When the foot is not in a footstep, you can move or delete keyframes, and
animate or reposition any part of the leg or foot. Simply turn on Auto Key
and move or rotate the leg or foot to its new position.
Animating Legs and Feet in Footsteps
The leg keys created at either end of each footstep are locked, meaning they
cannot be moved or deleted. You can, however, change the animation at these
frames, or add new keyframes within the timespan of the footstep key.
4208 | Chapter 17 character studio