2009

which the arm or leg follows an object in the scene. Anchors ensure that the
arm or leg keeps its alignment until you set the second key that establishes
the object-space sequence.
TIP An alternative to anchors is to use Set Planted Key on the Key Info rollout on
page 4367. When you use Set Planted Key, the limb is positioned to the previous IK
key (Join To Previous IK Key).
Show All in Track View Shows all the curves for the options in the Keyframing
rollout in the track view.
Separate FK Tracks group
By default, character studio stores a finger, hand, forearm, and upper-arm key
in the Clavicle track. The toe, foot, and calf keys are stored in the thigh track.
This optimized approach to key storage works well in most cases. If you need
extra tracks, turn them on for a specific biped body part. For example, turn
on Arms if you plan to create extensive finger-hand animation; if an arm key
is deleted, it will not affect the finger-hand keys.
You must turn on Set Parents Mode for these toggles to take effect.
Arms Turn on to create separate transform tracks for the finger, hand, forearm,
and upper arm.
By default, there is one finger track per hand. All finger keys are stored in the
Finger0 transform track, the first link of the biped thumb.
Neck Turn on to create separate transform tracks for the neck links.
Legs Turn on to create separate toe, foot, and calf transform tracks.
Tail Turn on to create separate transform tracks for each tail link.
Fingers Turn on to create separate transform tracks for fingers.
Spine Turn on to create separate spine transform tracks.
Toes Turn on to create separate transform tracks for toes.
Ponytail 1 Turn on to create separate ponytail 1 transform tracks.
Ponytail 2 Turn on to create separate ponytail 2 transform tracks.
Xtras Turn on to create separate tracks for an extra tail. See
Xtras group on
page 4432.
Drop-down list Use this list to choose the specific extra tail for which
youre creating tracks.
4386 | Chapter 17 character studio