These topics describe the main Motion panel rollouts for Biped.
The Assign Controller rollout assigns and appends different transform controllers to individual objects. You can also assign controllers in Track View. Animation controllers are plug-ins that handle all of the animation tasks in 3ds Max. For a complete list of available Animation controllers, see Assign Controller .
The Biped Apps rollout allows you to choose either of two tools for working with the biped motion.
Use the Biped rollout controls to place the biped in Figure, Footstep, Motion Flow, or Mixer mode, and to load and save BIP, STP, MFE, and FIG files. You'll find other controls on the Biped rollout, as well.
The Track Selection rollout give you specialized tools for manipulating the biped center of mass (COM).
This rollout contains options to switch between Euler or quaternion controllers on biped animations. These choices offer alternative ways to control an animation in the Curve Editor. For more details, refer to Working with Euler Curves on Biped Animation.
The toolset of this rollout lets you create and edit twist poses for a biped's limbs.
This provides tools for easy manipulation of link chains such as a biped spines, necks, and tails.
These tools are for navigating and editing biped keys.
Use controls on the Keyframing Tools rollout to clear animation from a biped or selected parts, mirror biped animation, and cause the neck to rotate in body space rather than parent space. You can also bend the horizontal center of mass track around a selected horizontal key.
Controls on the Copy/Paste rollout let you copy posture, pose, or track information from one part of a biped to another, or from one biped to a different one.
Controls on the Layers rollout allow you to add layers of animation above the original biped animation. This is a powerful way to apply global changes to character animation.
The controls on the Dynamics & Adaptation rollout let you specify how to create biped animation. Here you can modify gravity strength, set dynamic properties for keys generated by newly created footsteps, determine the number of transform tracks available on the biped, and prevent key adaptation.
While Figure mode is active, you can change biped structure and fit that structure to a character mesh. Figure mode is useful for a variety of other purposes as well:
These topics describe the Motion panel rollouts that are open and active while a biped is in Footstep mode.