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3 On the Track View menu bar, choose Modes > Dope Sheet. Pan the controller window until you can see the Bip01 Footstep track ...
By creating an area in the footstep track where neither foot is supporting the biped, you have changed a walking step into a jum ...
More gap for the jump. Now, if you shorten the duration of footstep 10, you can accentuate the jump. 11 On the Track View toolba ...
Shorten the duration of footstep 10. 14 Play the animation and observe the jump. 15 Turn off Footstep Mode. Make the biped crouc ...
Lower the center-of-mass object using the Body Vertical track. 5 Move the time slider to view the animation. There appears to be ...
9 Move the time slider to frame 167. Click Body Vertical and raise the foot slightly, so the biped's knee is bent. 10 On the Key ...
Making a Biped Stop and Start Walking In just a few key strokes, you can generate multiple footsteps to make a biped walk. But w ...
2 In the viewport, select any part of the biped. 3 Open the Motion panel. The Biped controls are displayed in the rollouts. 4 Pl ...
You'll use footsteps 4 and 5 as the footsteps where the biped pauses. 5 In the Biped rollout, turn on Footstep Mode. 6 In the Pe ...
8 Play the animation to observe the change. The animation looks a little funny right now; something's not quite right. It's good ...
To manipulate the footstep keys, you'll use Track View in Dope Sheet mode. 2 On the 3ds Max menu bar, choose Graph Editors > ...
Frames are automatically added to the animation. The light grey background extends behind the footstep keys. The time slider now ...
13 Save your work as my_standstill.bip, or open standstill_final.max to check the completed file. Changing Footsteps Using IK Ke ...
In this lesson, you’ll learn how changing the IK keys affects the footsteps. Set up for this lesson: ■ Open footsteps_keys_start ...
2 At frame 45, select Bip01 R Foot. 3 In the Key Info rollout on the Motion panel, click Set Planted Key. The pivot point is dis ...
4 On the 3ds Max status bar, turn on Key Mode Toggle. 5 Click Next Key to go to frame 48, and then click Set Planted Key. The pi ...
Note that the lowest IK pivot is selected by default for cases where IK is applied to new keys. 6 At frame 54, click Set Planted ...
The biped is moved back to the ground. A footstep is displayed beneath the biped’s foot. A footstep has been created, because th ...
3 Right-click the foot and choose Dope Sheet. 4 On the Dope Sheet tool bar, turn on Edit Keys if it is not on already. 5 In the ...
Remove footsteps using IK keys: By editing IK keys, you can remove footsteps as well as add them. 1 At frame 45, select the Bip0 ...
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