2009

Loading and Saving Biped Assets with Euler Curves
When you load an external biped asset file (BIP) onto a biped, they each might
contain different animation controllers (for example, a Euler asset loaded onto
a quaternion biped). When this happens, the biped animations are converted
to match the controller from the biped asset file.
When you save a biped asset file, it stores both Euler tangents and quaternion
TCB control values.
NOTE While this doesn't affect overall performance, it may slightly impact the
biped asset file size.
Working with XRef Bipeds
Using the
XRef Objects dialog on page 6941, you can externally reference bipeds
in your scene. This lets you work efficiently in a collaborative environment
because the changes that the artist applies to his source XRef biped updates
your master scene content. See
XRef Objects on page 6936 for more information.
Externally Referencing a Biped
When you create an XRef biped, certain modes on the Motion Panel's
Biped
rollout
on page 4331 become unavailable as XRef data is read-only:
Figure Mode on page 4420
Footstep Mode on page 4433
Motion Flow Mode on page 4545
Mixer Mode on page 3794
As a result, you need to go back to the source scene in order to make desired
changes to your biped.
Example: Changing the Structure of an Xref Biped
An integrator externally references a biped into his master scene. He discovers
that the biped does not have the right number of spine and neck links, and
that the arm links are too short to reach a specific goal target. Because Figure
Mode is unavailable in the master scene, the artist currently in the source
scene inputs the changes to the biped's structure, and then saves his file. This
update now reflects in the master scene.
Working with Biped Animation | 4297