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transforming objects. It is quick and easy, but if you forget that Auto Key is
on, you can set keys unintentionally.

The second method uses the Set Key buttons on the Key Info rollout. These
buttons set several parameters at once. This is the method you'll use in the
steps that follow.

1 On the Track Selection rollout, click Body Vertical.
This selects the biped's center of mass, Bip01, and activates the Move tool
in one step. You’ve set a key for the foot, but there is a problem. The foot
can go through the ground plane. See for yourself in the next few steps.

2 Right-click the Left viewport to activate it without changing the selection
set.

3 With the Body Vertical track still active on the Track Selection rollout,
move the center of mass down in the Left viewport.
The biped moves down through the ground plane (as indicated by the
grid in the Perspective viewport).

4 Press Ctrl+Z to undo.

Set planted keys:

Now you’ll set a planted key. A planted key does three things: it sets IK Blend
to 1, turns on Join To Previous IK Key, and also turns on Object Space.
Together, these three settings ensure that the foot will not pass through the
ground plane.

For more information about IK Keys, refer to the “Key Info Rollout” topic in
the User Reference.

1 In the Perspective viewport, select Bip01 R Foot again.

2 On the Key Info rollout, click Set Planted Key.
The red pivot point becomes more pronounced.

798 | Chapter 5 Character-Animation Tutorials

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