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All Bipeds Lists all bipeds in the scene. Select a biped name in the window
and click the right arrow to move it into the list of bipeds that will be visible
during playback with Biped Playback.
Bipeds Visible in Playback Lists bipeds visible during playback with Biped
Playback. Select a biped name and click the left arrow to exclude it from this
list.
Track Selection Rollout
Select a biped > Motion panel > Track Selection rollout
The Track Selection rollout give you specialized tools for manipulating the
biped
center of mass (COM) on page 4325. The center of mass object is the root
of the biped hierarchy, and controls the entire biped structure. Changing its
position and orientation affects the biped as a whole, which is an important
part of posing and animating the biped. Also available on this rollout are tools
for selecting symmetrical and opposite biped body parts.
You can select the COM in various ways:
■ If the
viewport rendering method on page 7818 is set to Wireframe, you can
select the COM in your viewport; it’s an octahedron located near the center
of the biped's pelvis.
■ You can turn on Move All Mode on the Biped rollout on page 4331,
which enlarges the COM in your viewport. This is useful in shaded
viewports where the biped pelvis covers the center of mass.
■ You can open the Select From Scene dialog on page 228, which displays all
visible objects in your scene. The first listed biped item (Bip01, for example)
usually refers to the root; you can select it from there.
■ You have access to three tools on the Track Selection rollout (on the Motion
panel) to edit the COM's position and orientation: Body Horizontal, Body
Vertical, and Body Rotation. Choosing one automatically selects the center
of mass.
Once the biped's center of mass is selected, you can move or rotate it using
the
Transform gizmo on page 8155. Controlling the COM using the Track
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