Editing Freeform Animation
 
 
 

The topics in this section deal with the editing of freeform animation for bipeds.

  • Editing Biped Keys

    There are a few different ways to move among biped keys and edit them.

  • Copying and Pasting Postures and Poses

    The Copy/Paste rollout on the Motion panel provides controls to help you copy and paste biped postures, poses, and tracks. A posture is the rotation and position of any selection of biped objects. A pose is the rotation and position of all the objects in a particular biped. A track is the animation for any selection of biped parts. For information on working with tracks, see Copying and Pasting Tracks.

  • Mirroring Motion

    Mirror, on the Keyframing Tools rollout, mirrors the motion of the biped through both the X and Y axes of the World coordinate system. The entire biped animation, including all footsteps and keys, is mirrored symmetrically through an axis that joins the center for the biped to the world origin. For example, if a biped is walking from the center of the world grid toward the user, the mirror will change the motion so the biped is now walking away from the user.

  • Using Layers

    Layers allow you to add successive layers of animation above the original biped animation. This is a powerful way of making global changes to your character animation.

  • Editing Trajectory Keys

    By turning on biped trajectories, selecting the center-of-mass track, and turning on Sub-Object: Trajectories, you can select a key on the trajectory. Then either use Bend Horizontal in the Keyframing Tools rollout to bend the trajectory about the selected key, or simply move the key. You can move center of mass trajectory keys either horizontally or vertically. This allows you to view the entire trajectory of the center of mass and bend or edit the trajectory.