2009
NOTE Changing the duration of footsteps or moving them relative to one another
may change the “support relationships” of the footsteps. Whenever the support
relationships change, Biped generates new keys and deletes any existing leg keys
in the airborne period between the edited footsteps.
Because of Biped Dynamics, no keys are necessary for the highest part of this jumping
motion or for the dip when the biped lands; character studio calculates the trajectory
of the Body. This image shows the center of mass trajectory. Keyframes are white
squares on the trajectory.
Simply change gravity (GravAccel on the Dynamics & Adaptation rollout), and the
jumping motion is flattened. The biped looks like it’s hopping on the moon.
By selecting half the footsteps in Track View - Dope Sheet and moving them to the
right in time, the biped has to jump higher to account for the added time to the next
footstep. Notice that the yellow dots, representing frames, are tightly bunched together;
there are more frames in this airborne period.
Biped User Interface | 4465