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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 Info rollout, click Set Free Key to hold the bent knee
position. Set additional keys on the foot if it hyperextends before it hits
the ground, or if it goes through the ground at takeoff.

11 Play back the animation and observe the motion.

12 In the Track Selection rollout, click Body Rotation. Move the time slider
to frame 160. Using the Transform gizmo, rotate the center of mass so
the body pitches forward.
The jump looks more natural now. The result should be similar to the
jump in footstep_jump_final.bip, which is in the folder
\sceneassets\animations\.

746 | Chapter 5 Character-Animation Tutorials

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