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The Body Vertical track uses the Dynamics Blend parameter to control gravity
in a footstep animation. A Dynamics Blend value of 1.0 uses the value of
GravAccel on page 8000 (global gravity value) to calculate an airborne trajectory
for the biped. No keyframes are required to position the biped in the air, a
trajectory is calculated automatically. A value of 0.0 uses Spline Dynamics for
the vertical position of the biped; you must create keyframes to position the
biped vertically.
The Body Vertical track also has a
Ballistic Tension on page 7919 parameter that
controls how much the biped knees bend when the biped lands from an
airborne period. This means that keys do not need to be created at the lowest
position of the biped after landing; a trajectory is calculated automatically.
NOTE You can create keys manually to override the calculated trajectory during
the landing period. However, vertical keys must have Dynamics Blend=0.0 in order
to override fully the trajectory during the airborne period.
Body Rotation Selects the center of mass to edit biped rotational motion.
You can rotate the biped about a pivot point that is different from the
COM. For instructions on how to do so, see the Procedures section above.
Lock COM Keying When on, allows you to select multiple COM tracks
at the same time. Once locked, the tracks are stored in memory, and are
remembered every time the COM is selected.
NOTE Locked COM tracks are also honored after a scene reset or a session change.
Symmetrical Selects the matching object on the other side of the biped.
For example, if the right arm is selected, clicking Symmetrical Tracks selects
the left arm too. You can then make changes to both sides of the body at once.
Symmetrical works for single and multiple biped parts.
Opposite Selects the matching object on the other side of the biped, and
deselects the current object. For example, if the right arm is selected, clicking
Opposite Tracks selects the left arm and deselects the right arm. You can use
Opposite Tracks for single or multiple objects.
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