In this lesson, you’ll
learn how to copy and paste biped footsteps to extend an animation.
You'll also learn how to adjust and bend the steps, and to produce
the effect of walking on uneven terrain. You'll also make the biped
take a jump.
Set up this lesson:
- Continue from the previous lesson, or open paste_footsteps_start.max. This
scene is in the folder \character_animation\footstep_animation\.
Extend the walk:
- Select any part of the biped.
- On the Motion panel Biped rollout, turn
on (Footstep Mode).
The Footsteps sub-object level is activated,
and only the footsteps can be selected.
- Activate the Top viewport, then press Alt+W to maximize it.
- Using (Select And Move), region-select
footsteps 3 through 7.
- On the Footstep Operations rollout, click (Copy Footsteps) to place
the selected footsteps into the footstep buffer.
- Click (Paste Footsteps) to paste
the selected footsteps into the viewport.
The new footsteps appear next to the biped's
current footsteps.
TipIf you have Transform
gizmo on, use the minus key (-)
to shrink the Transform gizmo, so it doesn’t cover up the footsteps.
- The new footsteps can be moved as a set.
Move them so the first footstep of the new set is over footstep
7 of the original set. When footstep 7 of the original set turns
red, release the mouse button.
Footsteps from the original motion are inserted.
Now there are 11 footsteps visible.
- Press Alt+W to
display four viewports.
- To display the entire animation in the
Perspective viewport, zoom out and adjust
your view until the biped and all 11 steps are visible.
- With the Perspective viewport active,
play the animation.
Since you are still in
Footstep mode, the Motion panel is available. This is a good time
to save your mywalk_pasted.bip file, using Save File on the Biped rollout.
Scale the walk:
- Make sure that (Footstep Mode) is on.
- In the Top viewport, region-select all
the footsteps.
- On the Footstep Operations rollout, turn
off Length, and leave Width selected.
- Set Scale to 2.0 to double
the spacing between the left and right footsteps.
- Play the animation.
The biped walks with legs apart.
- Set Scale to 0.25 or smaller
to reduce the spacing between the left and right footsteps to half
of the original scaling (one-quarter the current setting).
If you hadn't previously doubled this parameter,
a setting of 0.5 would have scaled the width by 50%.
Now the biped puts one foot in front of the
next.
TipIf your character has big feet, or if it's
walking on a wire or a ledge, use Scale Width and Length to adjust
the footsteps.
- Play the animation.
The biped walks as if on a tightrope.
Bend the walk:
- In the Top viewport, select
all the footsteps from 7 on.
- On the Footstep Operations rollout, set
Bend to 20.0.
The footsteps bend to the left, beginning at
footstep 7.
- Play the animation.
Walk on uneven terrain:
You can raise and rotate
the footsteps to create the illusion of walking on uneven terrain.
- Make sure that Footstep mode is still
on.
- Maximize the Perspective viewport.
- Use (Select And Rotate) to select
all the footsteps from 4 on.
- Use the Transform gizmo arrows to rotate
the selected footsteps approximately –15 degrees
about the X-axis so the footsteps go up a hill.
- Select footsteps 8 through 11.
- Rotate the selected footsteps about the
X-axis approximately 21 degrees, so that the footsteps
go back down the hill.
- Select footstep 11. Rotate it so it’s
parallel with the grid.
- Play the animation.
The biped’s feet follow the footstep placement.
Add a jump:
If there is a period
of time during a footstep animation when neither foot is on the
ground, the software interprets this period as a jump. There are several
different ways to create a jumping animation. In this set of procedures,
you’ll move footstep keys in Track View to make the jump.
Move footstep keys in Track View:
- Select Bip01. On the Motion panel Biped rollout, turn on (Footstep Mode), if it isn't
already on.
- In the viewport, right-click and choose
Curve Editor from the quad menu.
Track View is displayed.
- On the Track View menu bar, choose Modes Dope Sheet. Pan the
controller window until you can see the Bip01 Footstep track
displayed in Track View. Expand the Bip01 Footstep track
In the Dope Sheet display of footsteps, each
blue block represents a left footstep, and each green block represents
a right footstep. The length of the blocks is the period of time
that the foot is in contact with the ground during the footstep.
The spaces between the blue and green blocks represent periods in
which the biped is not supported by the left or right foot.
- Resize the Track View window, or zoom
into the track so you can see the start and end frame numbers on
each footstep.
- Select footsteps 11 through 15 by drawing
a box around them in Track View, or by dragging a selection region
in the viewport.
In Track View, notice
that footstep number 11 starts at frame 165.
- On the Track View toolbar, click (Slide Keys).
- In Track View, click in the center of
footstep 11 and drag it to the right until the number 166 (indicating
the first frame of footstep 11) increments to number 180. Release
the mouse button.
This creates a gap between
step 10 and 11. The keys in the other biped tracks adjust to the
change in the footstep track.
By creating an area in the footstep track where
neither foot is supporting the biped, you have changed a walking
step into a jumping step
- Minimize Track View and then play the
animation.
- In the viewport, move footstep 10 so
it is next to footstep 9.
- In the viewport, move footsteps 11 through
15 so there is more of a gap for the jump. Move these footsteps
about 5–7 units in the X-axis direction.
Now, if you shorten the duration of footstep
10, you can accentuate the jump.
- On the Track View toolbar, click (Move Keys).
- In Track View - Dope Sheet, click the
right edge of footstep 10.
A white dot appears only on the right side
of the key to show it's selected.
- Drag the right edge of footstep 10 to
the left to shorten the duration of the key. Change the key so it
ends at frame 160.
- Play the animation and observe the jump.
- Turn off Footstep Mode.
Make the biped crouch before the jump:
The preparation for the
jump, between footsteps 9 and 10, looks a little stiff because the
biped is not crouching enough before jumping. Resetting a vertical
key will fix this problem.
- On the Motion panel Track Selection rollout,
click (Body Vertical).
- Drag the time slider to frame 153, where
there is a Body Vertical track key.
- Press H and
select Bip01, the center of mass.
- Move the center of mass down approximately –5 units.
Then on the Key Info rollout, click (Set Key).
If the biped jumps back to its original position,
click Set Key and try again. Click Set Key when you have a crouching
position as illustrated here.
- Scrub the time slider to view the animation.
There appears to be a glitch in the motion.
There are two Body Vertical keys next to each other that are causing
this problem.
- Drag the time slider to frame 153.
- On the Key Info rollout, click (Next Key) to move to the
next key at frame 154. Then click (Delete Key) to remove this
second key.
- Select Bip01 R Foot.
- Drag the time slider to frame 167. Click
Body Vertical and raise the foot slightly, so the biped's knee is
bent.
- On the Key Info rollout, click (Set Free Key) to hold the
bent knee position. Set additional keys on the foot if it hyperextends before
it hits the ground, or if it goes through the ground at takeoff.
- Play back the animation and observe the
motion.
- On the Track Selection rollout, click (Body Rotation). Drag the
time slider to frame 160. Using the Transform gizmo, rotate the
center of mass so the body pitches forward.
The jump looks more natural now. The result
should be similar to the jump in footstep_jump_final.bip, which
is in the folder \sceneassets\animations\.