2009
As shown in the table below, there are two types of movements you can apply
to a biped link:
■ General Move – When you select and move the center of mass object, it
and all of its children move; that is, the entire biped moves. When you
move the center of mass and one or more legs are planted on the ground
with IK constraints (IK Blend=1.0), the Biped tries to maintain the legs'
planted position while the body moves.
■ Inverse Kinematics – Applies to all parts of the arms, legs, fingers, and toes,
except the clavicles. If you attempt to move a hand or foot beyond the
biped's kinematic limit, the arm or leg straightens out and moves as far as
possible in the direction you drag.
The pelvis, head, neck, non-base spine links, and non-base tail links cannot
be moved. They can only be rotated, although they move when their parent
moves.
When you select multiple biped parts and move them, the move applies only
to selected biped parts that have no selected ancestors. For example, when
the entire biped is selected, only its center of mass object is moved. When all
of the finger joints are selected, the bases of all the fingers are moved.
4240 | Chapter 17 character studio