Set up the scene:
- Continue from the previous lesson, or
navigate to the \character_animation\quadruped folder,
and open quadruped_walk_4.max.
Collapse the layers:
- Select any part of the quadruped,
then go to the Motion panel.
- On the Layers rollout, click (Collapse).
Now the scene contains only a single layer of
Biped animation: the keys you created on the Center of Mass & Spine layer
are transferred to the main timeline.
Smooth out the trajectories:
- Click and Ctrl+click to select all four of
the quadruped’s feet.
- On the main toolbar click (Curve Editor (Open)).
- If you need to, pan the Controller window
until you can see the tracks for all four feet. Expand the hierarchy
if you need to, and Ctrl+click
to select all four Transform tracks.
- On the Track View status bar, turn on (Filter - Selected Tracks
Toggle).
This simplifies the Controller
window display by showing only selected tracks.
- Make sure you can see all keys in the
Function Curves window.
TipYou might have to click
(Zoom Horizontal Extents) and
(Zoom Value Extents) (on
the Track View status bar) to see all the keys.
- Drag a selection box to select all the
keys in the animation.
- On the Track View toolbar (the Key Tangents
toolbar), click (Set Tangents To Smooth).
Smooth tangents give the animation a more organic
feel, making it less abrupt.
- Close Track View.
- Play the animation.
The dog’s walk is now much smoother, and feels
more “integrated”: more a single movement, and less a collection
of individual movements.
Give the shoulder blades more freedom:
- Turn on (Auto Key). Go to frame
1, select the dog’s shoulder blade (Biped01 R Clavicle), then rotate it up about 35 degrees
in the local Z axis.
- Make sure only the shoulder blade/clavicle is
selected, then on the Copy/Paste rollout, click (Copy Posture).
- Click (Paste Posture) to paste
the shoulder blade posture at frame 13.
- At frame 25, don’t paste the posture,
but rotate the shoulder blade up about 30 degrees.
Pasting the pose lifts the dog’s foot off the
ground, and we don’t want that to happen.
- Click (Paste Posture Opposite)
to paste shoulder blade posture onto the left shoulder blade at
frames 1, 13, and 25.
- Switch to display all four
viewports before you preview the animation.
We have been working mostly in the Left viewport,
but this is a three-dimensional animation, and it helps to look
at the motion from other points of view.
With more movement in the shoulder blades, the
quadruped walk has more of a loping feel to it: a gait that we associate
with wolves and larger dogs.
Add some side-to-side movement to the
pelvis:
- Maximize the Top viewport.
- Make sure (Auto Key) is on.
- On the main toolbar, turn on (Angle Snap Toggle). Then
at frame 1, rotate the pelvis to the
dog’s right, 15 degrees in the local Y axis.
- Go to frame 13. Rotate the pelvis to the
dog’s left: –30 degrees in the local Y axis.
- Finally, go to Frame 25, and restore the pelvis back to
its frame 1 position: 30 in the local Y axis.
You can preview the animation, but the pelvis
movement is really a basis for the spine movement, which you will
add next.
Add side-to-side movement to the spine:
- Make sure (Auto Key) and (Angle Snap Toggle) are
both on.
- Activate the Top viewport, if it isn’t
active already.
- At frame 1, select the lowest link of
the spine, Bip01 Spine.
- Rotate Bip01 Spine to the
dog’s right, 15 degrees in the local Y axis.
Notice that Biped maintains the head facing
forward, which is what you want it to do.
- Also at frame 1, rotate Bip01 Spine02 –10 degrees
in the local Y axis, and then rotate Bip01 Spine03 (the
shoulders) –15 degrees in the local Y axis.
The spine describes an S-curve as the dog walks,
with the shoulders rotating in the opposite direction from the hips.
WarningDon’t use Page Up or Page
Down to select spine links. This select other biped parts
as well, such as arm and leg links, and will generate unwanted animation.
- Go to frame 13. Rotate the three spine links
in the opposite direction: –15 degrees
in the local Y axis for Bip01 Spine; 10 degrees
for Bip01 Spine02; and 15 degrees
for the shoulders, Bip01 Spine03.
Because of other Biped keys, the spine returns
to a straight posture by frame 5, so you don’t have to “overcompensate”
the rotation value as you did for the hips.
- Finally, go to frame 25 and rotate the spine to its frame
1 position: 15 degrees in the local Y axis
for Bip01 Spine; –10 degrees
for Bip01 Spine02; and –15 degrees
for the shoulders, Bip01 Spine03
The last bit of movement
to add is, appropriately, the tail, which mirrors the spine movement
in a similar S-curve. Like head movement, tail movement is a secondary
motion that doesn’t affect the mechanics of the walk, but does give
it greater realism.
Add side-to-side movement to the tail:
- Make sure (Auto Key) and (Angle Snap Toggle) are
both on.
- Activate the Top viewport, if it isn’t
active already.
- At frame 1, select the lowest link of
the tail, Bip01 Tail.
- Rotate Bip01 Tail to
the dog’s left, –15 degrees in the local Y axis.
- Rotate the remaining three
tail links in the opposite direction, to counter the side-to-side
motion of the spine.
- Go to frame 13 and as you did for the
spine, rotate the tail links to
mirror the frame 1 pose.
- Go to frame 25 and restore the tail to its
frame 1 pose.
Tip To save time, you can
select all the tail links,
copy their posture at frame
1, and
paste the posture at frame
25.
- Turn off (Auto Key).
Correct the intersecting feet:
The last bit of “polish”
to add to the dog’s walk is to remove the intersecting feet that
was a result of simple footstep blocking.
- Click (Maximize Viewport Toggle)
so you can see all four viewports.
- Drag the time slider to frame 10. At
this point, the right forefoot intersects the right hind foot.
- In the Left viewport, move the foot up and out
of the way of the hind foot, and then click (Set Sliding Key).
Now the forefoot lifts out of the way before
the hind foot steps down. Scrub the time slider to make sure you’ve
corrected the intersection: the forefoot should lift from the ground
just before the hind foot descends.
- Drag the time slider to frame 22.
Here there is the same problem with the left
feet intersecting.
- As you did for the right forefoot, move the left forefoot up
and away from the descending hind foot, and then click (Set Sliding Key).
Now neither the right nor left feet intersect
during the walk.
Preview your work:
- Now you’ve finished animating the dog’s
walk. Switch to all four viewports,
and play the animation. Stop playback when you’re
done.
Save your work:
Summary
In essence, a quadruped
walk cycle combines two biped walk cycles. This tutorial demonstrated
the ForeFeet toggle that enables hands to behave as feet, with sliding
keys on the ground plane. It also showed one way to smooth tangents
for a better-integrated animation.
Notes on Looping and Reloading
Biped Animation
To loop the quadruped
walk (or other Biped animation), 3ds Max doesn’t allow you to
use Parameter Curve Out-Of-Range Types, but you can use the Motion
Mixer to loop a walk cycle.
Also, when you have rotated
the COM as you did for the quadruped, if you save the motion as
a BIP file you should save a FIG file as well as a BIP file. Then
the method to use depends on how you are loading the BIP file: