Animation and Rigging

 
 
 

Drawing Implicit Bone Chains

You can now draw implicit bone chains using the Create Skeleton Draw Bones command from either the Model or Animate toolbar.

In previous versions, you could only get the implicit bone primitive from the Get Primitive Implicit Bone command.

Many of the usual IK skeleton chain features apply to implicit bone chains, such as applying an envelope, using the Move Joint tool, duplicating the chain in symmetry, icon and shadow icon display, snapping, and using the bone selection filters.

See Drawing Implicit Bone Chains for more information.

Retime Keys Tool for Fcurves

The new Retime Keys tool in the fcurve editor lets you easily retime animation directly on the fcurves. You create retime markers to mark any segment of the fcurves you want to retime, then drag the retime markers to squash, stretch, or shift the animation as you like.

Choose Edit Transformation Tools Retime Keys Tool or click the Retime Keys icon on the fcurve editor toolbar to activate the Retime Keys tool.

See Retiming Animation on Function Curves.

Fcurve Editor Classic Mode

Classic mode is now the default mode for the fcurve editor.

To switch between Class and Suite modes, do any of the following:

NoteThe profile curve editor (see The Profile Curve Editor) is available only in Classic Mode.

Fcurve Editor Menu Command Changes

The fcurve editor has experienced some menu command name changes to make it more compatible with the fcurve editors in the other Autodesk 3D applications. Here's a brief summary:

Animation Editor Preference

The new Disable Auto Switch option in the Animation Editor Preferences prevents the animation editor from automatically switching to the expression, scripted operator, or fcurve editor based on the type of animation that's on the selected element.

Animation Mixer Updates