2009

In order to affect the animation, the balance factor must be set before you
animate the biped. The balance factor can be animated to give the biped
different reactions to bending motions over the course of the animation.
The Balance Factor parameter appears in the Key Info rollout > Body section.
Procedures
To set the balance factor:
1
On the Motion panel, turn off Footstep Mode if it is turned on.
NOTE The Key Info rollout is accessible only when Footstep Mode is turned
off.
2 Expand the Body bar on the Key Info rollout.
3 Go to the frame where you want to set the Balance Factor.
4
Click Body Horizontal to select this track on page 8150.
5
If no Body Horizontal key exists at the frame where you want to set
the Balance Factor, create one by clicking Set Key in the Key Info rollout.
6 Change the Balance Factor parameter.
There is no need to click Set Key again after setting the Balance Factor
parameter.
7 Rotate the biped's spine.
The biped's hips and/or head shift position based on the Balance Factor
value.
Adjusting Vertical Motion
A ballistic gait is any footstep pattern in which there are periods with no feet
on the ground, causing the biped to become airborne, or ballistic. Running
and jumping are ballistic gaits, while walking is not.
When Biped Dynamics is turned on in the
Dynamics & Adaptation rollout
on page 4417 and you activate footsteps, the Body Vertical keys that are
automatically generated during a ballistic gait period will take gravity and
Footstep Animation | 4217