2009

Airborne Specifies the number of frames the body will be in the air during
the jump.
The higher the number, the longer the biped hangs in the air for each jump
and, consequently, the slower the speed of the jumping motion.
The dotted line surrounds the airborne period (13 frames)
Convert to Freeform or Footsteps Dialogs
Select the Biped. > Motion panel > Biped rollout > Convert
When you click Convert on the Biped rollout of the Motion panel, a Convert
To dialog displays: Convert to Freeform or Convert to Footsteps, depending on the
animation method of the currently loaded motion. Use Convert to Freeform
for unrestricted key editing or Convert to Footsteps to take advatage of
footsteps.
NOTE By default, Jumping or airborne periods between footsteps are calculated
by character studio based on gravity strength (GravAccel) and time between
footsteps. Biped elevation during these jumping and airborne periods will be lost
when converting to freeform from footsteps (unless you create a vertical COM
key in the airborne period in the footstep animation), a freeform animation uses
spline interpolation for the center of mass position and does not account for
gravity. Elevation in airborne periods is restored if you convert back to footsteps.
When to Use Convert
Use Convert after using Save Segment in Motion Flow mode to save a script
as a BIP file. Exit Motion Flow mode, load the BIP file and click Convert
to extract footsteps. Save Segment applies IK Blend values of 1 to the biped
foot keys for the keys at footsteps. If a freeform animation is part of the
script in Motion Flow mode, and you want to convert the entire script
motion to footsteps, then use the Save Keys at every Frame option in Save
Segment and use Load Motion Capture File on the Motion Capture rollout.
This will allow you to extract footsteps using the proximity method.
Biped User Interface | 4455