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that define a foot's coordinate system. A foot can slide and move relative to
the footstep. Also, if you delete or add a key in a footstep animation, the
footstep duration is changed.
Setting Keys for Feet and Hands
You can animate biped's body parts as you do other 3ds Max objects: by setting
keys for postures at keyframes.
character studio provides three different ways to set keys at the current frame:
■
Pose the biped body part, and then click one of the set
key buttons in the Key Info rollout.
■
Turn on the Auto Key button, and then pose the biped part.
You can transform the parts using transform tools, or you can copy and
paste poses and postures to keyframe the biped.
■ Right-click the time slider and use the Create Key dialog to create keys for
selected biped parts.
WARNING Do not use the large Set Key button, found below the viewports, when
animating a biped. Doing so will cause unpredictable results. Instead, always use
the Set Key buttons found on the Key Info rollout.
If you are animating a walk cycle or an intricate hand
animation, then you should make use of the three different types of set key
buttons in the Key Info rollout. Each set key button applies different IK
constraints, depending on whether a foot or finger is in a planted state, a
move state, or a sliding state. For more information on the three set key
buttons, see
Key Info Rollout on page 4367.
You can also set keys to make hands and feet follow a stationary or animated
object. See Animating IK Attachments on page 4278.
If a Bones system using the IK controller or a particle emitter is linked to the
biped, the Auto Key button must be on in order to position the biped's limbs.
This is also true for biped objects if you turn on 3ds Max Trajectories at the
top of the Motion panel, or if you choose Views > Show Ghosting.
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