2009
The tracks for all biped parts are applied to the other biped regardless of
which parts are selected on the biped.
Repositioning the Biped
The method you should use to reposition a biped depends on which tools
were used to animate the biped:
■ If the biped uses freeform or footstep animation, use Move All mode.
This is also the easiest way to move a biped that is not animated.
■ If the biped uses freeform animation and IK attachment (that is, there are
keys where IK Blend is greater than zero), then you need to use a dummy
object.
■ If the biped is animated with motion flow, use the Start Position spinners.
Procedures
NOTE The procedures in this topic assume that you have already selected the
biped and gone to the Motion panel.
To reposition a freeform animation (with no IK attachment) or a footstep
animation:
1
On the Biped rollout, turn on Move All Mode.
The biped's center of mass is selected and displayed in a larger-than-usual
size. On the main toolbar, Select And Move is turned on.
Move All mode is a convenient way to select the biped's center of mass,
and to reposition the biped. Use it when the biped is not yet animated,
when the biped has freeform animation with no IK attachment, or when
it has footstep animation.
NOTE The alternative way to move a biped with footstep animation is to
select all of its footsteps, rather than its center of mass.
2
Move the biped.
Loading, Saving, and Displaying Biped Motion | 4313