2009

TIP Paste buffered motion back to the original animation repeatedly to create
looping motions.
Edit footstep and biped animation that have been copied into the buffer using
Copy Footsteps on the Footsteps Operation rollout. The changes can be pasted
back by turning off Buffer Mode, turning on Paste Footsteps on the Footstep
Operation rollout, and overlapping the buffered footsteps with the original
footsteps. The buffered motion is spliced into the original animation.
Rubber Band Mode Use this to reposition the biped elbows and knees
without moving the biped hands or feet in Figure mode. Reposition the biped
center of mass to simulate the physics of wind or weight pushing against the
biped. Figure mode must be turned on to enable Rubber Band Mode.
To reposition biped knees and elbows, turn on Figure mode and turn on Rubber
Band mode. Select the Move transform tool, then select and drag a biped
upperarm or thigh in the viewports. Use this as an aid to fitting a biped to a
mesh.
To reposition the biped center of mass relative to the rest of the biped skeleton,
turn on Figure mode and turn on Rubber Band mode. Select the Move
transform tool, then select and drag the center of mass in the viewports. Use
this to account for wind force or pushing against a heavy object. See
Shifting
the Biped's Balance
on page 4212.
4334 | Chapter 17 character studio