
When you first create them, footsteps are inactive. They exist in the scene
but don't yet control the biped's motion.
4
Create the footstep pattern in viewports. You can create footsteps in a
few different ways, each available in the Footstep Creation rollout:
■
Automatically create a number of footsteps with Create Multiple
Footsteps, or
■
Individually place each footstep with Create Footsteps
(append) or Create Footsteps (at current frame). Use Auto Grid to
create footsteps on a surface of a mesh.
5
Edit footstep placement by moving or rotating footstep icons in viewports.
6
Edit footstep timing in the Track View - Dope Sheet mode.
7
Activate the footsteps to create keys for the biped. The biped will now
move through the footsteps using the placement and timing you set up.
8
Play the motion to test it out, looking only at the leg and foot motion
and disregarding the upper body for now. If the footstep motion isn't
right, deactivate the footsteps, make changes to footstep placement or
timing, reactivate the footsteps and play it again. Do this until the foot
and leg motions are correct.
When footsteps are activated, keys are created for each of the tracks of
the figure: the head, spine, pelvis, arms, legs, and, if appropriate, tail and
ponytails. These keys form an initial sketch of your animation. The default
keys, when
interpolated
on page 8016, form the basic, minimal motion
required to animate the figure according to the footstep pattern. Most
likely you will want to adjust or replace these keys.
9
Edit the animation of the upper body using ordinary 3ds Max animation
methods: Turn on Auto Key and move or rotate the biped parts. You can
also use the
character studio
Set Key tools on the
Key Info rollout
on
page 4367.
10
Play the animation again and make any corrections to the upper body
motion.
Footstep Method
In the viewports, footsteps represent support periods in space for the biped
feet. You can move and rotate footsteps in viewports. In Track View, each
Footstep Animation | 4179
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...