2009
Working with Biped Animation
Working with Euler Curves on Biped Animation
You can control a biped's position and orientation using Euler curves in
addition to quaternion curves in the Workbench and Curve Editor. Using the
Euler XYZ controller is an efficient way to animate your biped because you
can use Bezier tangents to change the interpolation of your XYZ curves
(quaternion curves do not have tangents). To learn more about how the Euler
XYZ and TCB Rotation controllers differ from each other, refer to
Euler XYZ
Rotation Controller
on page 3151.
You can switch between Euler XYZ and TCB Rotation controllers via the
Quaternion/Euler rollout on page 4355. The Curve Editor on page 4483 displays
the animation curves based on the chosen controller. Each curve is labeled
starting with one of the following:
■ “Quaternion Rotation of the ...”
■ “Tangent Euler Rotation of the ...”
■ “TCB Euler Rotation of the ...”
You can animate most biped parts (center of mass, pelvis, spine, head, neck,
arms, legs, and tail) in Euler. However, fingers and toes are considered
differently, as all first base links are controlled as quaternion and any
subsequent links as TCB/Euler. Fingers and toes do not have tangents.
Biped limbs with only one degree of freedom (DOF), such as forearms and
lower legs, are controlled with a single TCB/Euler curve.
Tangent Euler Rotation curve
Working with Biped Animation | 4293