2009
Next Key-Previous Key Find the next or previous keyframe for the
selected biped part.
The field displays the key number.
Time Enter a value to specify when in time the key occurs.
Use this to fine tune keyframe timing on a character by moving a key
backwards and forwards in time.
Set Key Creates keys at the current frame when you are moving biped
objects. This is identical to Set Key on the 3ds Max toolbar.
You can experiment with different biped poses without updating the motion
until you find the desired pose. You can also quickly fine tune your motion
by setting a key and adjusting the key parameters on the Key Info rollout
without having to transform the biped in the viewports.
NOTE If a biped key is current, then TCB, XYZ position spinners, and IK Blend
parameters can be updated without using Set Key or having the Auto Key button
turned on.
NOTE If 3ds Max bones using the IK Controller or 3ds Max Particle Emitters are
linked to the biped, or if you are displaying 3ds Max trajectories or ghosting, the
Auto Key button must be on while the biped is positioned. These objects update
their parameters in real time as they are positioned.
Delete Key Deletes the key of the selected object at the current frame.
By default, biped arm, hand, and finger keys are stored in the clavicle track.
If you delete keys for any one of these objects, you lose positions for the rest
of the arm objects at that frame. If you plan on extensive hand animation,
turn on Arms in the Separate Tracks group of the Keyframing Tools rollout.
This creates separate tracks for each biped arm object. Deleting an upper arm
key will preserve hand and finger keys.
Set Planted Key Sets a biped key with IK Blend=1, Join To Previous IK
Key turned on, and Object selected in the IK group.
In a Footstep or Freefrom animation, all footsteps that do not slide should
have Join To Previous IK Key turned on.
Biped User Interface | 4369