2009
The following rules apply to the editing biped body key timing in Track View:
■ You cannot move existing keys outside the area between the first and last
footsteps, or to negative frames.
■ You can use Add Keys to add keys to any biped body track. You cannot
add keys outside the area between the first and last footsteps, or to negative
frames.
■ You can clone keys the same way you clone 3ds Max object keys, by
selecting keys and holding down Shift as you drag them. You can also clone
keys by copying and pasting postures. See
Copying and Pasting Postures
and Poses
on page 4281.
■ The Track View – Curve Editor can be used to view and edit curves showing
the interpolation between body keys. You can also use the Workbench to
analyze, edit and fix biped motion curves. See
Working with the
Workbench
on page 4476.
■ You can use Scale Keys to scale selected keys, except for locked keys.
TIP If you want to animate a biped performing movements with its upper body
while standing, extend the length of the standing footsteps to cover the length
of the standing animation, then add keys for the upper body.
See also:
■
Animating the Upper Body on page 4209
Shifting the Biped's Balance
After footsteps are activated, you can adjust the biped's overall balance in
either of two ways:
■
In the Biped rollout on page 4331, turn on Rubber Band Mode and
move the biped's COM, or
■ Change or animate the Balance Factor parameter in the
Key Info rollout
on page 4367.
4212 | Chapter 17 character studio