2009

Here, the center of mass is moved in the Z plane. Now the biped heel never hits the
ground; the biped appears to do a jump using just its toes. Here, character studio
understands that you want to override the calculated trajectory and position the
keyframe yourself.
Moving Keys
You can use the time slider to move one Biped key past another. The result is
as if the original key were deleted from its original frame and copied to the
new frame. Simply drag the key to the new frame, then release the mouse to
complete the move. The key's various Biped properties (ease values, TCB values,
IK blend, and so on) are not changed.
You can move a key past either the following key or the previous one. You
can also move it past multiple keys. If you move a key onto a frame where a
key is already present, it replaces the original key.
In Track View, you can move a key past another using the transform track.
You can also scale keys forward in time such that some keys are now past the
keys that weren't scaled. If keys move into negative time, a warning reminds
you that keys in negative frames can't be used for footstep animation: a
workaround is to set new keys in the negative frames, instead of moving
existing ones.
If you change the key to Euler control (on the Quaternion/Euler rollout) and
then drag it past another, the key's tangent type is maintained.
If you add a layer (on the Layers rollout), set two keys, and then move the
first one past the second one, this also works.
Freeform Animation
It is left to you to create all the keys in a freeform animation; Biped Dynamics
is not active and does not recalculate body position. Balance Factor is active
4466 | Chapter 17 character studio