Now that you're familiar
with freeform animation, you'll learn the basics of footstep animation.
Footstep animation only controls the placement of the biped's feet.
In this lesson, you'll create a footstep animation where Dr. X walks
for eight steps.
You can see what your
animation should look like by viewing the preview animation, dr_x_walk.avi, in the folder \sceneassets\renderassets\.
Set up the lesson:
- Once again, open dr_x_03.max in
the \character_animation\quick_start folder.
This scene contains Dr. X with Physique applied
to the mesh, and all envelopes adjusted. The mesh is ready for animation.
- Press the H key
and choose DoctorX from the object list.
- In the Perspective viewport, right-click
the mesh and choose Hide Selection from the quad menu.
Hiding the mesh makes it easier to select the
biped and test the animation. This is especially true if you have
a highly detailed mesh.
- Press the H key
again and choose DrX Biped, the center of mass.
Create the footsteps:
Now you'll make Dr. X
walk forward in a straight line.
- Go to the Motion panel.
- On the Biped rollout, turn on (Footstep Mode).
Using the rollouts that now display, you'll
create footsteps for Dr. X.
- On the Footstep Creation rollout, click (Create Multiple Footsteps).
3ds Max opens the Create Multiple Footsteps:
Walk dialog.
- In the General group, increase the Number
Of Footsteps to 8, then click OK.
- On the Footstep Operations rollout, click (Create Keys For Inactive
Footsteps).
When the footstep keys are created, Dr. X changes
his pose.
- Click (Play Animation). You can
also scrub the time slider to examine the animation more closely.
By just watching the biped walk, you can tell
that Dr. X's walk doesn't look right. You can see that the feet
are too close together, and his arms are straight down at his side.
In addition, the shoes and hands will collide or intersect with
other body parts when the mesh is displayed again. Next, you'll
do some fine tuning to make Dr. X's walk look better.
Fine-tune the animation:
In this part of the lesson,
you'll make a few adjustments to clean up the animation.
- If you don't see footsteps outlined in
front of Dr. X, do the following:
- On the Biped rollout, click the gray
expansion bar below the buttons. Additional buttons appear.
- In the Display group, click (Show Footsteps And Numbers).
Note If the footsteps still fail
to display, click the Show Footsteps And Numbers button and hold
until you see the button flyout. Choose the Show Footsteps And Numbers
button from the flyout.
- In the Perspective viewport, zoom out,
if necessary, to see all the footsteps. Drag a selection window
around all the footsteps. Be sure to include the two footsteps under
the biped's feet.
The footsteps turn white
after they're selected.
NoteBecause you're working in Footstep mode,
only the footsteps can be selected, so you can drag over the biped
without fear of selecting other objects.
- On the Footstep Operations rollout, turn
off Length and increase the Scale to 2.5.
The biped's stance widens to more closely match
how it looked in Figure mode. However, now that the stance is wider,
the hands will intersect the legs when the mesh is unhidden. You'll
fix that next.
Rotate the arms:
With the wider stance,
the hands intersect the legs as they swing past. Now you'll do a
little freeform animation to give the arms some clearance.
- On the Biped rollout, turn off (Footstep Mode).
Now you can rotate Dr. X's arms.
- Press the H key
and select DrX Biped L Upperarm.
- In the Track Selection rollout, click (Symmetrical).
Notice the keys in the time line. At each of
the keys, you'll rotate the arms.
- Turn on (Auto Key) and (Key Mode Toggle), then
click the right arrow on the time slider.
The time slider jumps to frame 30.
- On the main toolbar, click (Select And Rotate).
- On the Coordinate display, in the Y field,
enter 12.
The arms are rotated out away from the body.
TipSometimes the arms will rotate in parallel,
instead of in opposite directions. If this happens to you, select
and rotate each arm individually.
- Continue clicking the right arrow on
the time slider to jump to the next key and repeat the same amount
of rotation for each key on the time line.
Don't forget the key at frame 0.
- Turn off (Auto Key) to end the animation
process.
- Play the animation.
Save the motion in a BIP file:
You can save the footstep
motion for later use in other scenes.
- On the Biped rollout, click (Save File).
The Save File dialog displays.
- Specify a folder where you are storing
your motion files, such as a new \character_animation\motions folder.
- Type my_DrXWalk as
the file name, and click Save.
The footstep motion is saved in the BIP file.
Prepare for playing or rendering:
- Press the H key.
In the Select From Scene dialog, click (Select All), then click
OK.
- Right-click the biped and choose Hide
Selection.
The biped is now hidden.
- Right-click again, and choose Unhide
By Name from the quad menu.
The Unhide Objects dialog displays.
- Select DoctorX from
the list and click Unhide.
Dr. X's mesh is unhidden.
- Click the mesh to select it.
- On the Modify panel, make sure
the MeshSmooth modifier is turned on (the light bulb icon should
be white).
- Click the Perspective viewport and then
click (Play Animation).
- Save the scene as my_drx03_footsteps.max.