2009
Right-click a key in Track View to display the TCB dialog.
Separate Tracks
By default, Biped stores all of the toe, foot, and calf keys in the thigh track.
The finger, hand, forearms, and upper-arm keys are stored in the clavicle track.
All the spine keys are stored in the spine 01 track. Although you can see all
of these objects in the Track View hierarchy, they have no transform track,
unless you enable them in the Separate Tracks group of the
Keyframing Tools
rollout
on page 4380.
For example, if you rotate a biped foot, a key is created in the biped thigh
track. This optimized approach works well in many cases. If your animation
requires extensive hand and finger keyframing, turn on Arms on the
Keyframing Tools rollout; all of the arm transform tracks are now enabled,
down to the first finger link on each finger. Now if you delete an upper arm
key, your finger-hand animation is preserved.
How Dynamics and Footsteps Relate
When footsteps are created, a footstep track displays in Track View – Dope
Sheet. Footsteps appear as blue and green blocks, laid out to show their exact
placement in time. If you compare the center of mass tracks to the footsteps,
you will notice that frames where leading and trailing edges of the footsteps
occur also have keys for the center of mass Body Vertical and Horizontal tracks.
These keys contain dynamics information used by character studio to calculate
Biped User Interface | 4463