2009
NOTE If part of the pasted biped is linked to an IK object, that object is maintained
even while the new pose or posture is honored. In other words, if an incoming
pose requires a change in an existing link between a biped limb and an IK object,
the link is maintained and adjusted accordingly.
■ Default Sets (on the
Key Info rollout on page 4367) the TCB Ease To and
Ease From to 0, and Tension, Continuity and Bias to 25. These settings are
unrelated to what was copied or where it is pasted. Any IK key values
already set are maintained. Otherwise, values will be obtained from the
position in time between the previous and next keys.
■ Copied Sets the TCB/IK values to match those from the copied data. If
a copied pose or posture is not on a key, the TCB/IK values are based on
interpolation from the previous and next keys.
■ Interpolated Sets the TCB values to an interpolation from the animation
on which you are pasting. If an existing key is being pasted, its TCB values
are maintained. Along the same lines, existing IK values are also maintained
when pasted. If no key is present, the IK values are set from the position
in time between the previous and next keys.
Layers Rollout
Select the Biped > Motion panel > Layers rollout
Controls on the Layers rollout allow you to add layers of animation above the
original biped animation. This is a powerful way of making global changes to
your character animation. For example, add a layer to a run cycle and rotate
the spine forward at any frame, and it becomes a crouched run. The original
biped motion is kept intact and can be viewed by switching back to the original
layer. You can view layers individually or as a composite of all the animation
in all the layers. Layers behave like freeform animation; the biped can adopt
any position.
Biped User Interface | 4403