Step forward
in your animation to where you want your character’s redirection
to occur.
Select
the character (if you are redirecting an entire character, this
would be its root joint) or the part of a character (if you are
redirecting the motion of a character’s back, this would be one
of its spine joints) you want to redirect.
Create
the desired (translation, rotation, or translation and rotation)
redirection controls. See
Redirecting character animation.
Reposition
your redirection controls.
For
the rotation redirection control, move it to the point around which you
want your character to rotate. For example, if you want to use the rotation
redirection control to make a character go around a corner during its
walk cycle, you would move the rotation redirection control to the
ball of the foot the character pivots on when rounding the corner.
For
the translation redirect control, move it to where you want the
character or the part of a character to move to.
Step
backward in your character’s animation to where you want the character’s
redirection to begin.
Key
the appropriate channels for your controls.
Step
forward in your character’s animation to where in the Trax timeline you
inserted the redirection controls.
Manipulate
your redirection controls.
Rotate
your rotation redirection control.
Translate
your translation redirection control.
Key
the Rotate or Translate channels
for your redirection controls once again.
This forms the redirection animation that redirects
the character’s original animation.