In this lesson, you complete
the first step by moving the biped body forward and its right foot
to the contact position.
Set up the scene
- Continue from the previous lesson.
Lift the foot off the ground:
When the foot lifts off
the ground completely, you’ll set a free key.
- Drag the time slider to frame 15.
- In the Left viewport, right-click the
foot and choose Move from the quad menu. Move the foot up off the
ground and forward.
By moving the foot, you are seeing an example
of Biped’s IK system. You are creating rotations for the upper and
lower leg links as you move the foot.
- On the Key Info rollout, click (Set Free Key) to keyframe
the lifted position of the foot.
- Scrub the time slider back and forth
to observe the animation so far.
Lock down the opposite foot:
- Drag the time slider back to frame 0
and select Bip01 L Foot.
- On the Key Info rollout, click (Set Key).
- Click (Set Planted Key) to set
an initial key for the left foot at frame 0.
This key locks down the foot for any subsequent
movement in upcoming frames. If you were to grab the center of mass
and move it down, both legs would bend instead of moving below the
ground plane.
- Turn on Select Pivot and pick the pivot
point at the ball of the foot.
- Click Select Pivot to turn it off.
Keyframe the center of mass:
- On the Track Selection rollout, click (Body Horizontal).
Bip01 is automatically selected.
- At frame 0, click (Set Key) for Bip01.
This creates a start key for the center of mass.
- Drag the time slider to frame 15.
- In the Left viewport, use the Move Transform
gizmo to move the center of mass
so the torso shifts forward, and then set another key.
Note Because the center of mass is the root
node, you can use only Set Key, not the specialized IK keys.
- Use the Move Transform gizmo to move the center of mass
down a little, so the left knee bends slightly, then set another key.
The left leg bends automatically as the center
of mass moves down.
- Select Bip01 L Foot.
- On the Key Info rollout, set a planted key for the
ball of the foot.
- Right-click the left foot and choose
Rotate from the quad menu. Rotate the foot so the heel
is lifting up off the ground, and then set another planted key.
The heel is rotated off the ground.
- Drag the time slider to frame 22, and
click (Set Key).
- Right-click the Perspective viewport,
turn on Select Pivot, and then pick the pivot at the end of the
toes of Bip01 L Foot.
- On the Key Info rollout, click (Set Sliding Key), then turn
off Select Pivot.
- In the Left viewport, rotate the left foot up
a little more, and set another sliding key.
- On the Track Selection rollout, click (Body Horizontal). Move the center of mass
forward again, and set a key.
Keyframe the right heel hitting the ground:
- At frame 22, select Bip01 R Foot and move it forward, then set a sliding key.
- Turn on (Select And Rotate), note
the location of the gizmo intersection, and then turn on Select
Pivot (this tuns off Select And Rotate). Pick the point at the ankle
that lay at the gizmo intersection, and then set a sliding key.
- Turn off Select Pivot. Rotate the foot
so it's parallel to the ground, and then set a sliding key.
- Turn on Select Pivot, and set the pivot
to the heel. Set another sliding key.
- Turn off Select Pivot. Drag the time
slider to frame 27.
- In the Left viewport, move the right foot forward
a little.
Notice that the foot
moves away from the pivot point in the viewport.
- Set a sliding key.
The pivot point in the viewport moves to the
heel of the foot.
- Move the right foot down
so it touches the ground, and set another sliding key.
- Turn on Select Pivot. Pick the pivot
at the ball of the right foot.
- Click (Body Horizontal), move the center of mass
so that it is over the heel of the right foot, and set a key.
- At frame 27, select Bip01 L Foot and set a free key.
- Scrub the time slider and watch the animation
of the foot and the pivot points.
Save your work:
- Save the scene as walkcycle_1step.max.