This lesson provides an introduction to using freeform animation techniques with Biped.

In this lesson, you will animate a biped swimming in place. You’ll use freeform animation methods to produce the kicking legs and arm strokes.
In order to create this motion, you’ll use a combination of rotations and moves. You'll also make use of Copy and Paste Posture Opposite to animate one arm and copy its tracks to the other.
Create a biped and load a FIG file:
(Biped), and then create
a biped in the Front viewport.
Motion panel.
(Figure Mode), then click
(Load File).
The biped takes on new structural elements saved in the FIG file. This simplified figure has one large toe on each foot and one large finger on each hand, and its spine contains two segments instead of four.

The biped with FIG file applied.
(Figure Mode).
(Zoom Extents All).
You start a freeform animation by activating automatic key recording and transforming any part of the biped.
This activates the Left viewport without affecting the selection in the scene.
The biped should be in wireframe. Change the shading display of the Left viewport if it is not wireframe.
(Auto Key).
The button turns red, and the active viewport is outlined in red.
Motion panel
Track Selection rollout,
click
(Body Rotation).

Rotation transform gizmo
The rotation transform gizmo lets you easily rotate an object about a chosen axis. As you move your cursor over the gizmo in the viewport, the axis circles turn yellow, indicating the axis around which the rotation will occur:
The cursor turns yellow, meaning that any rotation is locked to that axis.

An animation key appears at the far left of the track bar, at frame 0.
You can select all three COM tracks under Track Selection to create keyframes simultaneously. Try this:
(Lock COM Keying), and then
click
(Body Rotation).
(Body Horizontal) and
(Body Vertical).
All the multiple tracks for the COM are now active.

(Set Key).
This sets keys for all the COM tracks at frame 0. The trackbar key shows a multi-color display, indicating that both position and rotation keys have been created.
Now that the biped is prone, you're ready to animate the swimming motion. First, you’ll position the legs. You’ll work on the right leg first, setting up its position at frame 0.
The right leg is rotated, but the right foot is pointing straight down.

The foot looks more natural in this position.

So far you’ve used only forward kinematics to animate the biped. Next you’ll use inverse kinematics by moving the foot to move the entire leg.
The Transform gizmo switches to an axis tripod showing two of three arrows in this viewport. They are displayed at right angles with the Z axis pointing up and the Y axis pointing left.

Ready to move the foot.
The knee bends to accommodate the new position of the foot.

The knee bends.
In this move, you’ve just used inverse kinematics. The foot, calf, and thigh are linked together in a hierarchical chain. By moving the end of the chain, the foot, you rotated the lower and upper leg objects.
Save the scene as MySwimmer02.max.
Everything you’ve done so far has been at frame 0. Now you’ll move forward in time and animate the pose at frame 10.
Move the foot downward on
the Z axis until the knee straightens out.

Rotating the thigh.
Now you’ll use some specialized Biped tools to pose and animate the opposite leg.
The entire leg is selected from the thigh down to the toes.

Motion panel, expand the
Copy/Paste rollout.
The Copy/Paste functionality includes the creation of collections. You must create a collection before you can start creating postures.
(Create Collection). This
creates a collection named Col01. Rename it to Swim
– Crawl.


Choosing Capture Snapshot From Viewport forces the thumbnail of the pose to be taken from the active viewport. This particular posture, for example, is better seen from the Left viewport rather than the Front.
(Copy Posture).
The posture of the right leg is copied into a buffer. Change the name of the Copied Posture to RLeg – downkick.
(Paste Posture Opposite).
The left leg rotates downward. The right leg hierarchy is still selected.

(Copy Posture) again.
(Paste Posture Opposite)
again.
Now the left leg is raised, and the right leg is down.

Now you‘ll repeat this process to make the legs kick several times.
Use Paste Posture to create multiple kicks:
You can use the Copy Posture tools to quickly duplicate all the leg keys from one frame to another to create repeated kicking motions.
(Auto Key) is still on and
drag the time slider to frame 0.
(Symmetrical).

(Copy Posture). Name the
copied posture R up L down.
(Paste Posture).
(Paste Posture Opposite).
From this point forward, you can click either Paste or Paste Opposite as you create a kicking cycle. For a smooth kick cycle, simply alternate the posture every 10 frames up to frame 80. The track bar displays a total of nine keys for the animation of the legs.
Animating a kicking leg was fairly easy, requiring only two poses: one with the leg up, and one with the leg down. Animating the arms is more complex. To animate the stroke of an arm, you’ll need five poses:
When one arm is animated correctly, you’ll use Copy Track and Paste Opposite Track to animate the second arm. You’ll adjust the timing of the second arm by sliding the keys in the track bar.
(Auto Key) is still on,
and drag the time slider to frame 0.
rotate Bip01 L UpperArm approximately −160
degrees about the Z axis, until it is extended in front of the biped.
This should prevent the arm from passing through the head.


This completes the first arm pose, so it's a good time to save your data.

Thumbnail snapshot from perspective viewport.
(Select And Move), and then
change the Reference Coordinate System to World, if it isn’t already set
to World.
This will facilitate working with the Transform gizmo in different viewports.

(Copy Posture). Name the pose LArm
down.
Move Bip01 L Hand along
the Y axis toward the legs.
Rotate this part about 24
degrees around the Z axis.
This completes the third arm pose. Save it by
double-clicking Bip01 L UpperArm in the Top viewport
to select the hierarchy, then click
Copy Posture. Name the pose LArm
back. If you activate the Perspective viewport before
you copy the posture, you can adjust the viewport so the pose is
clearly visible in the thumbnail.

Move Bip01 L Hand in the
XY plane until the hand is level with the shoulder.
move Bip01 L Hand on
the Z axis so it is near the ear.
rotate Bip01 L Hand about
the X axis so the palm is flat.
This completes the fourth arm pose. Save it
to the collection by double-clicking the upper arm to select the
entire hierarchy, then click
(Copy Posture). Name the
pose LArm up.


move the Bip01L Hand object
on the Y axis so it is in front of the head, and is level with the
shoulders. Double-click the Bip01 L Upperarm to
select the entire arm hierarchy, activate the Perspective viewport,
and then click
(Copy Posture). Name the
pose LArm stroke.
You can use twist poses to correct upper arm rotations. Twist poses are primarily used to correct arm twisting, but in this case we’ll use it to simply position the arm efficiently.
(Auto Key) if it is on.
Consider these default poses as additional copied postures that you can use to “straighten out” problems by defaulting to fixed rotations.

Twist Poses
(Set Key) to keyframe the
twist pose.
Default Twist pose 5.
To complete the arm cycle, in the next few steps you’ll copy the arm pose to frame 40.
(Auto Key).

(Copy Posture).
(Paste Posture).
If you see any unusual rotations or out-of-place movements, you can set additional keys to refine the animation.
If the animation is going to be 80 frames in length, you’ll need to repeat the arm movement.
Play the animation. The
biped should perform two complete strokes with its left arm.
Next you’ll add some rotations for the spine to make the animation more convincing. This spine of this biped figure (tut_swimmer.fig) has only two segments. You’ll rotate the large section representing the upper torso.
(Auto Key) is still on.
Select Bip01 Spine1.
(Set Key).
rotate Bip01 Spine1 approximately −15 degrees
about the X axis.
This makes the body appear to follow the movement of the arm.

Spine rotation

(Set Key).
rotate the pelvis a few
degrees in X so it follows the movement of the left leg.
Rotate the pelvis.

The final set of Bip01 Spine1 keys.
The biped can breathe as it swims, if you animate the head rotation appropriately.
(Auto Key) is still on.
select the biped's head, Bip01
Head.
rotate the head about 70 degrees
around the X axis, so the biped’s left ear is pointing down.
Rotate the head for breathing motion.
rotate the head back down.
Actually, it would look better if the head were turned up at frame 30.
The biped lifts and lowers its head once in the 40-frame cycle.
The Create Key dialog is displayed. This lets you create keys by choosing a source and a destination.

This completes the head motion, but the right arm motions still need work. That comes next.
Animate the other arm with Copy Tracks:
Copy Tracks lets you copy and paste the animation tracks of selected objects to other objects, or to opposite body parts.
(Auto Key) is still on.
(Track).
(Copy Track).
The track is copied to the buffer. Name the track LArm – Crawl.

(Paste Track Opposite).
Play the animation.
The biped is swimming the butterfly stroke. The two arms move together.

The biped swimming a freestyle stroke.
Play the animation.
Now the beginning and end are not quite right. The easiest way to correct this is to copy and paste poses.
(Auto Key) is still on.
double-click the Bip01
R Clavicle to select the entire right arm, if it’s not
already selected.
(Posture).
(Copy Posture).
(Paste Posture).
(Copy Posture), then at
frame 0, click
(Paste Posture).

To correct the other end of the animation, you can crop the animation to 80 frames.
(Time Configuration).
3ds Max opens the Time Configuration dialog.

Play the animation.
(Save File) and save the motion
as MySwimmer.bip.
save your final scene as MySwimmer08.max.
To see a finished version of the swimmer, you can go to \scenes\character_animation\freeform_animation and open swim.max.