2009

Figure ModeKeyframe ModeLink NameBiped Link
Positions finger rel-
ative to hand (if
base selected)
IK from fingerFinger 0, 01, and
so on
Fingers
IK from kneeIK from kneeR Thigh, L ThighHips (upper leg)
IK from footIK from footR Calf, L CalfKnees (lower leg)
IK from footIK from footR Foot, L FootFeet
Positions toe relat-
ive to foot (if base
selected)
IK from toeToe 0, 01, and so
on
Toes
Animating by Rotating Links
Use the standard 3ds Max Rotate transform to adjust a biped's posture
by rotating its links. Use the main toolbar button, or right-click and choose
Rotate from the quad menu.
To make biped movement appear natural, certain biped joints are limited in
how they can rotate, such as the elbows and knees. When a joint can rotate
in all three axes, X, Y, and Z, it is said to have three degrees of freedom (DOF).
A joints DOF can be modified by selecting it and then setting options on the
Locks on page 3501 rollout of the Hierarchy panel.
NOTE Changing a joints DOF will not replace its default DOF, meaning a locked
axis by default can not be unlocked manually.
The table below shows the degrees of freedom of each link. Biped allows a bit
greater freedom than most human bodies are capable of. All rotations are
performed in the local coordinate system.
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