2009
To animate the weights of an added controller:
You can animate the weights of an added controller to determine when the
effect takes place. A weight of 0 will yield no effect, a weight of 100 will provide
the full effect. See the tutorial “Using Controllers with Biped” for an example
of animating the weights.
1 Add a controller to a biped object, using either method outlined above.
2 Immediately after adding the controller select the appropriate BipScaleList,
BipRotationList, or BipPositionList entry in the controller list, and expand
it to see the Weights.
3 Expand the Weights and select Weight 0.
4
In the Keyframing Tools rollout on the Motion panel, click the
Manipulate SubAnims button.
Three new rollouts appear in the Motion panel: Position List, Scale List
and Rotation List.
5 Navigate to the appropriate List rollout. In the Layer window highlight
the Controller you wish to weight.
The Weight field becomes available
6
Turn on Auto Key, move the time slider and enter values in
that field, or use the spinner to set keys to animate the weights.
WARNING Don't even think about using the 3ds Max Set Key button to
animate the weights. Avoid using this button with character studio as a rule.
Use Auto Key or use the Key Info rollout set key buttons instead.
Using Props
Props are objects that a biped could be holding or carrying, such as a gun,
sword, or briefcase. They are represented as boxes that are additional links in
the biped hierarchy, an extension of the biped structure you can access at
creation time or in Figure mode. If you are loading motion-capture data that
contains prop information, this will transfer to the biped prop.
Freeform Animation | 4255