Run Gait
With running, both feet are never on the ground at the same time. Either one
foot is on the ground during the support period, or the body is airborne. While
it is airborne, the body moves forward horizontally at a constant speed. In
general, the longer the body is in the air, the higher it must fly after lifting
off from the supporting foot to stay airborne for the specified period of time.
Turn on Run before creating footsteps to create this type of gait.
The gait parameters of a run are:
Run Footstep
The number of frames that each footstep remains on the ground.
Airborne
The number of frames that the biped is airborne, that is, when
neither foot is on the ground.
Jump Gait
Jumping is a special case of running. Both feet are in contact with the ground
at the same time, or airborne at the same time. As with running, forward
motion is horizontal and constant, but vertical motion depends on the length
of the jump.
Turn on Jump before creating footsteps to create this type of gait.
The gait parameters of a jump are:
Feet Down
The number of frames in which both feet are on the ground.
Airborne
The number of frames that the biped is airborne, that is, when
neither foot is on the ground.
Changing these values changes the biped's jump behavior.
Setting Gait Parameters
Gait parameters can be found in two areas:
■
If creating footsteps automatically with Create Multiple Footsteps,
the gait parameters appear on the
Create Multiple Footsteps dialog
on page
4441.
4186 | Chapter 17 character studio
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Страница 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
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Страница 374: ...Interface Non Event Driven Particle Systems 3055 ...
Страница 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Страница 634: ...5 Use the Weight spinner or enter a numerical value to adjust the weight value LookAt Constraint 3315 ...
Страница 635: ...Interface 3316 Chapter 15 Animation ...
Страница 675: ...Rotating the parent affects the position and orientation of the child object 3356 Chapter 15 Animation ...
Страница 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Страница 679: ...Moving the last child object does not affect any of the previous objects in the hierarchy 3360 Chapter 15 Animation ...
Страница 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
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Страница 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
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Страница 1203: ...There are also three reactor modifiers used to simulate deformable bodies on page 4024 3884 Chapter 16 reactor ...
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Страница 1281: ...A Twist Axis B Plane Axis inward C Twist X Plane Axis 1 Cone Min 2 Cone Max 3962 Chapter 16 reactor ...
Страница 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Страница 1287: ...A Twist Axis B Plane Axis C Twist X Plane Axis Back to Rag Doll Constraint on page 3948 3968 Chapter 16 reactor ...
Страница 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Страница 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Страница 1400: ...Interface Wind Properties rollout Wind 4081 ...
Страница 1445: ... Try to increase the strength of the wind or decrease the weight of the objects it should affect 4126 Chapter 16 reactor ...
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Страница 1488: ...Using Rubber Band to resize an arm without changing the hand position Rubber Banding Arms and Legs 4169 ...
Страница 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Страница 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Страница 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Страница 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Страница 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
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Страница 2061: ...Interface Controls for the Bulge sub object level are on the Bulge rollout 4742 Chapter 17 character studio ...
Страница 2076: ...Physique User Interface 4757 ...
Страница 2143: ...Interface Clone panel Contains the basic options for cloning an object 4824 Chapter 17 character studio ...
Страница 2208: ...Interface Crowd Animation User Interface 4889 ...
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Страница 2268: ...Interface Crowd Animation User Interface 4949 ...
Страница 2271: ...Interface 4952 Chapter 17 character studio ...
Страница 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Страница 2442: ...A Penumbra soft area B Shadow Area shadow cast by a point light Interface Shadow Types and Shadow Controls 5123 ...
Страница 2510: ...Scene lit by mr Sky Portal with final gather at Draft preset no diffuse bounces Sunlight and Daylight Systems 5191 ...
Страница 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...