Biped Footstep Mode Footsteps is a great Biped feature, but there are definitely some tricks to know to get the best-looking animation from them. We'll go over some of these below.Footstep Creation and Editing Creating footsteps with character studio is a great way to set up neutral movement of a character that you can then edit to refine the animation. Footsteps can be created step by step or many at a time (Figure 15.15).Figure 15.15. Biped following some footsteps.
Here is the basic workflow for creating footsteps:
1. | Get into Footstep mode by clicking the Footstep mode button in the Biped rollout. | 2. | Select the type of footsteps you would like to create from the Footstep Creation rollout. You can choose Walk, Run, or Jump. | 3. | Create either single footsteps with the Create Footsteps (at current frame) button or a string of footsteps by clicking Create Multiple Footsteps. | 4. | To get Biped to follow the footsteps you have created, click Create Keys for Inactive Footsteps. |
When creating footsteps, you can have character studio use some dynamic properties to help make the base animation more realistic. Secondary animation can be applied when footsteps are initialized. On a global scale, these options can be set in the Dynamics & Adaptation rollout (Figure 15.16). There are options for Biped Dynamics and Spline Dynamics. Spline Dynamics is the basic interpolation of the Biped's movement, while Biped Dynamics calculates secondary motion for the body and legs.Figure 15.16. Dynamics & Adaptation rollout.
 Dynamic Steps This can best be seen when setting a few Jump steps.
1. | Create a new Biped. | 2. | Go to the Motion panel, enter Footstep mode, and create four Jump steps using Create Multiple Footsteps. This will create one jump. | 3. | Go to the Dynamics & Adaptation rollout and set Spline Dynamics to be active. | 4. | Initialize the footsteps by clicking Create Keys for Inactive Footsteps. | 5. | Scrub the Time Slider to see the result. Notice the very neutral movement of the character animation. This is a good start if you intend to key all the body animation by hand. | 6. | Select all the footsteps and click Deactivate Footsteps so you can reinitialize them with Biped Dynamics. | 7. | Choose Biped Dynamics from the Dynamics & Adaptation rollout and click Create Keys for Inactive Footsteps again. | 8. | Scrub the Time Slider to see the result. This time, the Biped bends its legs leading into and out of the jump (Figure 15.17).Figure 15.17. Gray Biped (background) jumping with Spline Dynamics and color Biped (foreground) using Biped Dynamics. In the foreground Biped, you can see the slight anticipation of the knee bend at the start of the jump, as well as follow-through at the end.
 | 9. | Save this scene as Dynamic_Jump_Start.max. |
Try changing the GravAccel in the Dynamics & Adaptation rollout. The higher the GravAccel value, the farther off the ground the Biped will jump. |