In just a few key strokes,
you can generate multiple footsteps to make a biped walk. But what
if you want the biped to stop and pause? To do that, you'll use
a simple manipulation of the footstep keys in the Track View - Dope
Sheet. Just stretching the length of the selected footsteps changes
the animation so the biped pauses in its path.
Set up the lesson:
- Open standstill_start.max.
Make the biped stop and start:
- In the viewport, select any part of the
biped.
- Go to the Motion panel.
The Biped controls are displayed in the rollouts.
- Play the animation of the
biped.
The biped walks seven
steps forward without stopping.
You'll use footsteps 4 and 5 as the footsteps
where the biped pauses.
- On the Biped rollout, turn on (Footstep Mode).
- In the Perspective viewport, select footsteps
5–7, then right-click and choose Move.
- Move the footsteps so that footstep 5
is next to footstep 4.
- Play the animation to observe the change.
The animation looks a little funny right now;
something's not quite right.
It's good practice to deactivate the footsteps,
and then create new keys from the moved footsteps. This will recreate
the correct upper body motions. You'll do that next.
Create keys to correct upper body motions:
- In the viewport, select footsteps 4–7.
On the Motion panel Footstep Operations
rollout, click (Deactivate Footsteps).
To manipulate the footstep keys, you'll use
Track View in Dope Sheet mode.
- On the 3ds Max menu bar, choose Graph
Editors Track
View - Dope Sheet.
3ds Max displays the
Dope Sheet.
- In the controller window, expand the Bip01
Footsteps Transform track,
and click to highlight it.
You should see the footsteps in the keys window.
- Right-click the top of the Track View
window and choose Dock Bottom.
The Dope Sheet moves out of the way of the viewport.
- Make adjustments as needed to your viewport
so you have a clear view of the footsteps and the biped. When you
select footsteps in the viewport, you also select footstep keys
in Dope Sheet.
- Select footsteps 4–7 in the viewport,
if they aren't already selected.
In the Dope Sheet, the selected keys appear
in a brighter color, with white dots on them.
- Hold down the ALT key
and click the white dot at the left side of footstep key 4. This
deselects the left side of that footstep key. Repeat for key 5,
deselecting the left side of the key.
Keys 4 through 7 are selected, but keys 4 and
5 display only one white dot.
- From the right side of key 5, drag to
the right so the key ends at frame 200.
- On the keyboard, press ALT+R to extend the animation to
match the footstep keys.
Frames are automatically added to the animation.
The light grey background extends behind the
footstep keys. The time slider now shows that there are 230 frames
in the animation.
- Play the animation and observe the biped
motion.
The biped walks, then
stops and waits, and then walks again. The motion seems a bit odd,
though, as he steps off around frame 180.
TipThere are a number of different ways to
play and observe biped motion. One way is to drag the time slider
to play the animation. For more control, press the < and > keys
on the keyboard. This lets you stop instantly if you see a problem,
and is more like a traditional animator flipping through the pages
of drawings.
- On the Footstep Operations rollout, click (Create Keys For Inactive
Footsteps).
- Play the animation again.
The motion is better. When new keys are created, 3ds Max applies
a new upper-body motion.
TipFor this reason, when you animate starting
with footsteps, work out the foot motion before you worry too much
about the upper body motion.
- Save your work as my_standstill.bip.
You can open standstill_final.max to see a version
of the completed scene.