Biped Animation BasicsCharacters don't just sit or stand aroundthey walk, run, leap, and dance. These motions can be quite hard to get right, especial for newer animators. Luckily, character studio has special features to make locomotion much easier. Free Form and Footstep AnimationThere are two types of animation you can do with Biped: Free Form animation and Footstep animation. With Free Form animation, Biped is like a completely ready-to-animate rig. Free Form animation is done with simple keys using IK (inverse kinematics) and FK (forward kinematics) and includes very powerful pivot animation on the hands and feet. You can animate the pivot point from one position to another on the extremities to easily lock the feet down to the ground plane.Footstep animation lets you create basic footsteps for the Biped to follow. It's a fast way to rough out animation that can then be refined. It lets almost anyone create walking characters without having to know how to animate a walk cycle. Quaternionscharacter studio uses quaternion controllers to position and rotate parts of the Biped. (Quaternions are based on an alternate way of figuring rotations that takes into account a fourth, non-Cartesian axis of rotation.) Quaternions and TCB controllers have their advantages and disadvantages. Quaternions can produce smoother animation and help avoid the dreaded gimbal lock, but it can be hard to edit the interpolation between keyframes. This is because quaternions don't produce curves for editing. To edit the interpolation between quaternion keys, you must use a TCB graph.When editing in the TCB graph, you can adjust the tension, bias, and continuity. In the most recent release of cs, you are now able to visualize and edit quaternion keys with curves in the Animation Workbench editor. The Workbench allows you to view and edit quaternion values in curve form (Figure 15.11). Figure 15.11. Quaternion keys displayed as curves in the Animation Workbench.[View full size image] ![]() Restart max and you will have tangent handles on your TCB curves (Figure 15.12). Be forewarned, however, that these do not act the same as normal tangent handles on Euler curves. They are simply a device to adjust the tension, continuity, and bias. Most animators trained in 3ds max find it just as easy to right-click the keys and work with the TCB graphs. Figure 15.12. Tangent handles in Track View.![]() Setting KeysThere are many ways to set keys with character studio. To rough out your animation, you can use Auto Key mode to move and rotate the Biped into place. Biped switches automatically between IK and FK depending on what part of the rig you have selected and if you are moving or rotating it. When moving either the hands or the feet, you will be using IK. If you rotate the feet or part of the spine, you will be using FK. This ease of use is one of the great things about animating with character studio. When creating keys, you will want to decide whether the key is an IK or FK key. You can do this by setting two values, IK Blend and Object/Body space, in the Key Info rollout (Figure 15.13). Figure 15.13. IK Blend and Object/Body space in the Key Info rollout.![]()
Using these presets can save a lot of time and energy. It can make animating more about the movement. Is the foot to be locked to the ground? Use Set Planted Key. Is the foot going to be in the air? Set Free Key. It's simple, really.When Object space is used on the hands or feet, you can select an object in the scene and lock the hand or foot to the object. Moving the object will force the rotations of the limbs between the locked object and the Biped body. Unfortunately, you must choose one object only; you cannot animate the contents of the Object space field. You can, however, animate one object between the two hands.Tip |