The first steps are to
configure animation for the walk cycle, and then to adjust the biped
Set up the lesson:
If you prefer to start
from scratch, you can duplicate this pose by rotating and moving
the biped’s pelvis, arms, and head.
Configure time and Auto Key behavior:
- Click (Time Configuration) to
open the Time Configuration dialog.
This button is located among the animation playback
controls.
- In the Frame Rate group, choose Film.
This sets the frame rate to 24 frames per second.
The rate of 24 fps is easier to work with, given
our choice of a 12-frame cycle for each pair of limbs. If later
you want to output to NTSC video, which has a frame rate of 30 fps,
you can change the rate before you render.
- In the Animation group, change Start
Time to 1 and End Time to 25.
This gives a 24-frame animation, with an extra
frame at the end so the walk cycle loops smoothly when you play
it as feedback in 3ds Max viewports. When you’re done, frame
1 and frame 25 will have the same pose. If you were using the walk
cycle in another context (for example, moving the walking dog along
a path), you would trim off frame 25 and use the cycle of frames
1 through 24 in the larger animation.
- Click OK to close the Time Configuration
dialog.
- Choose Customize Preferences, and go to the Animation tab.
In the Auto Key Default Frame group, make sure On is turned on,
and change the frame value to 1.
This sets Auto Key to set an original-value
key at frame 1, the first of this animation, when you create a key
at a different frame.
Set the biped to use ForeFeet.
- Click any part of the biped to select
it, then go to the Motion panel.
- On the Biped rollout, click (Figure Mode) to turn it on.
- Open the Structure rollout, and then
click ForeFeet to turn it on.
ForeFeet causes the biped fingers to behave
like toes. You can think of this option as “Four Feet.”
NoteThis biped has just
one toe for each foot and one finger for each hand. For most quadrupeds,
the toes move as a group when walking, so the simplest model works
well.
- Click (Figure Mode) again to turn
it off.
- Change the viewport to a Left view, then
click (Zoom Extents).
- Select the biped’s right finger, and rotate it so it is parallel
with the ground plane: about –30 degrees in the local Z axis.
- Use (Select By Name) to select
the biped’s left finger (Bip01 L Finger0), and rotate it as you did the
right finger.
TipAnother difference
between the anatomy of humans and most quadrupeds (elephants are
a notable exception), is that the hind legs appear to have an extra
joint. Actually, this is because the foot is extended, and the weight rests
on the ball of the foot. In Biped, you can add an extra joint or
“link” to the leg, but increasing Leg Links to 4 causes Biped to
generate additional animation keys that you might not want. It seems
easier to leave Leg Links at its default of 3, and increase the
length of the foot link, as has been done in this model.
Save your work:
- Save the file as my_quadruped_adjusted.max.