2009
TIP You can globally translate both footstep and freeform animation by doing a
layered edit on the
center of mass on page 4325. For example, by adding a layer
and moving the center of mass you can move a freeform or footstep animation.
With layers, you can easily adjust raw motion-capture data, which contains
keys at every frame. Simply add a layer and keyframe the biped. The original
layer is displayed as red bones.
Honoring IK Constraints Across Layers
You can maintain a biped's IK constraints across layers by retargeting its hands
and feet to the original layer. This assures that the biped's constrained body
parts are honored and locked in place while you make animation changes on
the upper layers.
You can also choose to retarget a biped using another one as reference. This
is useful when you need to precisely match hands and feet positioning between
two animated bipeds with different body proportions.
4404 | Chapter 17 character studio