2009

In both freeform and footstep animation, pivots allow you to rotate the bipeds
hands and feet around various points. For example, by activating a pivot on
the ball of a foot, you can rotate the foot around the ball of the foot. The
bipeds hands and feet have the same number of pivots, and pivot location is
similar. Pivots are active only if the biped hand or foot is in world or object
coordinate space. In a walking motion, you can pivot on the heel first, then
on the ball of the foot, and finally onthe toes. Pivots are essentially extensions
of the IK chain.
By setting a planted key for the hand, the hand is anchored in world space:
you can move the biped or the collarbone and the hand remains planted.
Pivots on the hands make it easy to animate hands and fingers.
While pivots are used in both freeform and footstep animation, the pivots are
only visible and accessible when in Freeform mode.
Biped IK
To understand interactive IK limb manipulation using character studio, it is
useful to distinguish two types of limb joints: primary and secondary.
The primary joints are the shoulder, elbow, hip, and knees. Animals use
primary joints to coordinate the positioning of hands and feet, as these joints
Freeform Animation | 4273