Animating a Multi-legged Character
Animating a Multi-legged Character
Adding Extra Limbs
Animating a Quadruped
In
this lesson, you'll animate a four-legged character, a beetle, that
leaps on all fours, but can also walk upright on two legs. You’ll
lock the hands and feet at certain keys so you can adjust the biped’s
center of mass and spine to create the basic poses.
Set
up the lesson:
- Open cs4_tut_quad01.max.
This is
the biped used for the beetle.
The beetle
walks upright through most of the animation, but in this shot, he’ll
move on all fours. Because he's a two-legged character pretending
to move like a horse, you won't change him to a horse pose in Figure
mode. Instead, you'll use freeform animation to put him into his
initial riding pose at frame 0.
Save
a FIG file:
-
Select
any part of the biped, then open the Motion panel.
-
In the
Biped rollout, turn on Figure Mode.
-
Use
Save File to save a FIG file of the biped as mybeetle1.fig.
This preserves
the beetle’s original pose.
-
Turn
off Figure Mode.
The pose does not change, since the beetle isn’t
animated in this file.
Rotate
the legs to put the beetle on all fours:
-
Turn
on Auto Key.
You’ll use Auto Key instead of Set Key for the
first pose.
-
On the
Track Selection rollout, turn on Body Rotation.
This selects
the center of mass (COM) and activates Rotate.
- Watch
the Left viewport, and rotate the center of mass approximately 80 degrees
on the Y axis, so the biped is nearly horizontal.
The next
steps rotate the arms and legs into position.
- In
the Left viewport, draw a small selection box through the middle
of the thighs.
This selects both thighs in a single move.
- Rotate
the thighs approximately 120 degrees about the Z-axis.
Watch the
Z Coordinate Display in the status bar.
- Press Page Down to move down the IK chains.
This selects
the calves.
- Rotate
the calves so they are nearly horizontal, and the feet are behind
the biped (about –125 degrees around the Z-axis).
Next, you’ll
add a couple of rotations to the arms.
Rotate
the arms to put the beetle on all fours:
-
In the
Top viewport, select Bip01 R Clavicle. Then, in the
Track Selection rollout, click the Symmetrical button to select Bip01
L Clavicle.
Both clavicles
are selected.
-
In the
Top viewport, rotate the clavicles about the Y-axis, approximately −40 degrees.
NoteDo not use the Body Rotation button in the
Track Selection rollout, because that button turns on Rotate and
also selects
Bip01
.
- Press Page Down to select both upper arms.
-
Rotate
the arms approximately –90 degrees about the X-axis,
so the palms are parallel to the ground.
-
Rotate
the arms approximately −90 degrees about the Z-axis,
so the arms stretch out in front of the biped.
- Rotate
the arms about the Y-axis until they hang down.
- In
the Front viewport, rotate the arms approximately 20 degrees
about the Z-axis so they move away from the body a bit more.
- Press Page Down twice to select the hands.
- In
the Left viewport, rotate the hands about the Z-axis so they are
parallel to the ground (about –90 degrees).
- Rotate
the head up, so the biped is looking straight ahead instead of downward.
- Rotate
the toes so they are flat on the ground. If necessary, rotate the
feet, then the toes, so the feet and toes point forward. Watch the
Perspective viewport as you rotate.
Make any
additional adjustments to the legs, arms, spine, and so on, until
your model resembles the one illustrated in the four views that follow.
TipLook at the beetle from several views, and
rotate around it in the Perspective viewport to help when making
the arm and leg rotations.
If the
beetle’s posture is incorrect, open cs4_tut_quad02.max to
compare.
Change
Dynamic Blend and Balance Factor:
For a beetle traveling on all fours, or before
you begin any freeform animation, you need to turn off Balance Factor
and Dynamics Blend. These settings add secondary motion to footstep
animation, which assumes the biped is walking upright.
- Open cs4_tut_quad02.max.
-
Select
any part of the biped, and open the Motion panel.
-
In the
Track Selection rollout, click the Body Horizontal button.
This automatically
selects the center of mass, and activates Move.
- On
the Key Info rollout, expand the Body bar. Change the Balance Factor
from 0 to 1.
In the
Left viewport, the center of mass jumps from the pelvis to the area
under the chest.
- Change
the Balance Factor to 2.
The center
of mass jumps to the area under the throat.
- Change
the Balance Factor back to 0. (In this
file, the Balance Factor was already set to 0.)
This ensures
that the hips and spine balance around the pelvis area.
-
In the
Track Selection rollout, turn on Body Vertical.
- In
the key info rollout, set Dynamics Blend to 0.
Dynamic
Blend controls the amount of gravity in an airborne period. Here,
we are setting the value to 0 to eliminate gravity calculation and
produce a more flattened motion.
TipYou
can also access Balance Factor and Dynamic Blend from track bar
keys for Body Horizontal and Body Vertical. To do this, right-click the
key and choose Controller Properties > Horizontal or Vertical.
You’ll find Balance Factor at the bottom of the Body Horizontal
key dialog, and Dynamics Blend at the bottom of the Body Vertical
dialog.
For another tutorial that teaches about Balance
Factor, see
Creating the Illusion of Weight
.
Add
a ground plane:
In the lesson
Animating a Freeform Walk Cycle
,
you set keys that locked the feet to the ground. Those keys locked
the feet to the world, rather than to an object.
In this lesson, you’ll create a box, and then
lock the beetle’s feet to the object, instead of locking them to
the world.
-
In the
Top viewport, zoom out so the biped is smaller.
-
In the
Create panel, choose Box.
- Create
a box beneath the beetle. In the Top viewport, start at the top
left and drag down to the lower right. After you click, continue
to drag down to create a negative height for the box.
Change
the size of the box to 500 units in length, 150 units
in width, and –10 in height.
-
Move
the box so the biped is at the top end of the box.
At this
point, don't worry about the biped floating above the box. You'll
remedy that next.
- In
the Left viewport, select any part of the biped.
-
On the
Motion panel, in the Track Selection rollout, turn on Body Vertical.
- Press Alt+W to maximize the Left viewport.
- Move
the biped down so its hands and feet are in contact with the box.
Zoom in to see the effect. Adjust the bipeds hands and feet if they're
uneven.
- Save
the scene as MyQuad01.max.
Lock
down the hands and feet:
- Open cs4_tut_quad03.max.
This file
is like the one you’ve been working on, but the feet have been rotated
so the heels are flat on the ground.
-
Turn
on Auto Key.
-
Change
the Perspective viewport to Wireframe. Zoom in so you can see the
hands and feet.
- Press
the H key and select Bip01
R Foot.
-
On the
Motion panel, in the Key Info rollout, click Set Key.
The pivot
point is on the ball of the foot. You can leave it there.
-
In the
Key Info rollout, expand the IK bar. Click the Select IK Object
arrow button, and then click the box in the front viewport.
The name Box01 is
displayed in the field next to the arrow button.
-
In the
Key Info rollout, click Set Sliding Key.
-
In the
Track Selection rollout, click the Opposite button.
The Bip01
L Foot is selected.
-
In the
Key Info rollout, click Set Key.
This sets
a key for the left foot.
-
Click
the Select IK Object arrow, and click the box again.
-
Click
Set Sliding Key again.
The feet
are now locked to the box.
WarningYou
must set the Object Space Object before you set an IK Key. Otherwise,
the IK key parameters will be reset to IK Blend of zero and Body
Space on. Also note that you can define only one Object Space Object. You
cannot keyframe from one Object Space Object to another.
- Repeat
the steps you used to lock the feet with the left and right hands.
The hands
and feet act the same. Both are locked and do not pass through the
box.
-
Turn
off Auto Key.
-
Check
the finished result. In the Track Selection rollout, click Body
Vertical, and move the center of mass up and down.
The knees
and elbows bend with the movement. The feet and hands don’t go through
the box as the biped is moved down.
Add
anticipation:
Before a character jumps, you need to prepare
for the jump. To show anticipation, a character moves in the opposite
direction from the jump, and holds the pose, as if to tell the audience
that something is about to happen.
-
Turn
on Auto Key. Move the time slider to frame 10.
-
In the
Track Selection rollout, click Body Rotation.
- In
the Left viewport, rotate the center of mass so the chin is almost
touching the ground (about 20 degrees around
the Y-axis).
-
Click
Body Horizontal. Move the center of mass back so the elbows lower
almost to the ground.
-
Select
the head. Rotate the head so it’s looking up.
- Add
extra rotations to the Spine objects so the spine arches.
- Raise
the center of mass if the elbows pass through the box.
- Move
the time slider back and forth between frames 0 to 10, and observe
the motion.
- Save
your work as MyQuad02.max.
Continue
the motion:
You’ll continue the motion at frame 20. You’ll
adjust the timing after you get all the poses in place.
- Move
the time slider to frame 20.
-
In the
Track Selection rollout, click Body Vertical.
- Lower
the center of mass so the beetle crouches down.
Don't worry
about the elbows moving through the box. You'll fix that in the
next few steps.
- Press
the H key and select
the four biped spine elements (Bip01 Spine through Bip01
Spine03).
-
Rotate
the spine links about –15 degrees around the Z-axis.
- Continue
individually rotating each spine link until they match the following
illustration.
- Save
the scene as MyQuad03.max.
Next, you’ll animate the pivot points and rotate
the feet so they roll from the heel to the toe. You’ll rotate the
hands so they rock from wrist to palm to fingertips.
Rotate
the feet to prepare to leap:
- With
Auto Key still on, move the time slider to frame 23.
- Select Bip01
R Foot.
The foot is selected, and the pivot (large red
dot) is displayed at the ball of the foot.
-
In the
Key Info rollout, click Set Sliding Key.
-
Rotate
the foot, so the heel is raised (about –25 degrees
around the Z-axis.
- Go
to frame 0.
-
In the
Key Info rollout, expand the IK bar. Set Ankle Tension to 1,
and then click Set Planted Key.
- Go
to frame 27.
- Click
Set Planted Key again.
- In
the IK expansion bar, click Select Pivot, and then select the pivot
at the front and center of the toes. You may have to zoom in to
see it.
Selecting
the pivot automatically sets a key for it. You don’t have to choose
Set Planted Key again.
- Turn
off Select Pivot.
- Move
the time slider to frame 30 and rotate the foot.
The foot
now rotates off the toe.
-
In the
Track Selection rollout, click the Opposite button. Repeat the previous
steps for the left foot.
Rotate
the hands to prepare to leap:
- Move
the time slider to frame 23.
-
Select Bip01
R Hand, and click Set Planted Key.
The right
hand is selected, and the pivot is displayed and locked at frame
23.
-
Rotate
the hand approximately –40 degrees about the Z-axis so
the heel of the palm is raised.
Unlike
the toes. the fingers rotate downward. You’ll have to rotate the
fingers to correct this.
- Press H and select Bip01 R Finger1,
then rotate it upward about –45 degrees
on the Z-axis, so it doesn’t go through the surface of the box.
Since Auto
Key is still on, you don’t have to set keys for the fingers after
you rotate them.
-
Press Page Up to select the right hand
again. Move the time slider to frame 27, and click Set Sliding Key.
-
Turn
on Select Pivot. Select the pivot in the front and center of the
fingers.
- Turn
off Select Pivot.
-
Rotate
the hand approximately 40 degrees about the Z axis.
The hand
rolls up, with only the fingertips touching the ground.
TipIf the hand doesn’t rotate around the new
pivot, reassign
Box01
as Object
Space Object and rotate again. Then it will work properly.
-
On the
Track Selection rollout, click the Opposite button. Repeat the previous
steps for the left hand.
Move
the body to prepare to leap:
After both feet and hands are adjusted, the
body needs to be moved in preparation for the leap.
- Move
the time slider to frame 30.
-
On the
Track Selection rollout, click Body Vertical.
- Move
the biped up.
-
On the
Track Selection rollout, click Body Horizontal.
- Move
the biped forward.
- Continue
using Body Vertical and Body Horizontal until your biped matches
the following illustration.
- Save
your work as MyQuad04.max.
Position
the legs for flight:
When the beetle sails through the air, you’ll
use free keys on the hands and feet. No IK Blend is needed.
- Make
sure Auto Key is on. Move the time slider to frame 40.
-
With
Move or Rotate active on the main toolbar, select a hand or foot.
-
On the
Key Info rollout, click Set Free Key. Repeat these steps to set
a free key for each remaining foot and hand.
If you
open the IK expansion bar, you'll see that the IK Blend is set to
0 at frame 40 for the extremities.
-
In the
Left viewport, use Body Horizontal and Body Vertical to move the
center of mass up and to the right.
The hands
and feet are now off the box and the biped is in the air.
- Select Bip01
R Foot, and move it so the legs extend fully.
-
Click
the Opposite button. and extend the left leg in the same way.
-
With
the left foot still selected, click the Symmetrical button to select
both feet, then rotate them downward and backward.
- Press Page Down to select the toes and
rotate them as well.
Position
the arms and torso for flight:
Now that the legs are positioned, you'll work
on the arms.
-
Select
both of the hands, and rotate them downward and backward.
-
Press H and select Bip01 R Finger1 and Bip01
L Finger1. Rotate them down and back.
- Select
and rotate Bip01 Spine (the first spine object)
so the biped straightens up.
- This
step removes the swayback appearance. Rotate each spine link individually.
Go up through the spine, rotating each link, then rotate the first
spine link again, if necessary.
- Rotate
the head so the beetle looks ahead.
- Save
the scene as MyQuad05.max.
Pose
the upper body to reach the apex:
The character is airborne. As he reaches the
apex of his jump, you’ll rotate the spine to hunch him over, tuck
his elbows back, and bend his knees.
- Make
sure Auto Key is on. Move the time slider to frame 56.
-
Open
the Motion panel if it's not already open.
-
In the
Track Selection rollout, use Body Horizontal and Body Vertical to
move the biped up and over to the height of his jump.
Zoom out
in the Left viewport so you can see the entire box. This will let
you gauge how high the biped should go so it has room to land.
-
Select Bip01
Spine and rotate it so the biped bends forward.
- Continue
selecting and rotating the spine links so the back forms an arch.
-
Rotate
the head forward so the biped looks like he's spotting where he
will land.
You might also want to rotate the neck links
to create a more fluid bend between the spine and head.
-
Select
the right upper arm, Bip01 R UpperArm. Click the Symmetrical
button so both upper arms are selected.
-
Rotate
the arms back so they are closer to the biped's chest (approximately 40 degrees about
the Z-axis).
- Press Page Down to select both biped lower
arms. Rotate them forward so the fingers are near the biped’s chin (about –150 degrees
around the Z-axis).
- Save
the scene as MyQuad06.max.
Pose
the lower body to reach the apex:
Now that the upper body is set, continue to
the lower body.
-
Select
the right calf, Bip01 R Calf. Click the Symmetrical
button so both calves are selected.
-
Rotate
the calves so the feet kick back.
- If
you like, press Page Down to
move the selection through the feet and toes, and then rotate them
so they tuck under the tail a little.
- Save
the scene as MyQuad07.max.
TipWhen
doing character animation, you can never save too often.
Pose
the upper body for the descent:
You’ll continue by choreographing the biped’s
descent to the ground.
- Make
sure Auto Key is still on. Move the time slider to frame 72.
-
In the
Track Selection rollout, use Body Horizontal and Body Vertical to
move the biped down and further to the right.
-
Click
Body Rotation. Rotate the biped downward until the biped‘s shoulders
are pointing at the ground.
-
Select
only Bip01 Spine2 and rotate about
the Z axis until the biped’s back straightens.
- Select
both hands and move them so they are outstretched and ready to break
the fall.
You can position the limbs using forward rotations,
or with inverse kinematics moves (as you just did with the hands).
Pose
the lower body for the descent:
In preparation for landing, the legs should
curl down to meet the ground after the hands make initial contact.
-
Select Bip01
R Thigh. Then click the Symmetrical button so both thighs
are selected.
-
Rotate
the thighs approximately 90 degrees about the Z axis.
- Press Page Down to select the two calves
of the biped.
-
Rotate
the calves in toward the thighs (about –25 degrees
around the Z-axis).
- Press Page Down again to select the biped's
feet.
-
Rotate
the feet in toward the calves (about 115 degrees
around the Z axis).
-
If you
want to fine tune the character, rotate the toes, tail, neck, and
head to match the illustration.
- Save
the scene as MyQuad08.max.
Create
the landing pose:
The beetle will land at frame 75. You’ll lock
down the hands and adjust the center of mass.
- Continue
from the previous procedure. Move the time slider to frame 75. Once
again, make sure Auto Key is on.
-
In the
Track Selection rollout, use Body Horizontal and Body Vertical to
move the center of mass so the hands move through the box.
-
Select
the right hand, and click the Symmetrical button so both hands are
selected.
-
Rotate
the hands forward so the hands are visible and flat against the
ground.
-
Select
the right hand, and set a sliding key from the Key Info rollout.
Now you
can set a key to lock the pivot.
- Open
the IK expansion bar, click Select Pivot, and then click the pivot
(the large blue dot) at the wrist.
TipYou
might want to Region Zoom around the hands in the Top viewport for
selecting the pivot.
-
Click
the Opposite button to select the left hand, and set another sliding
key.
- Click
Select Pivot again, and click the pivot for the left wrist.
Now both
hands are locked to the ground at frame 75.
-
Select
both feet. Move them outward and up so the legs extend behind and
above the biped.
-
Rotate
the feet so the toes point skyward.
- Move
the time slider back and forth and watch the motion.
You’ve
created a little kick with the legs.
- Save
the scene as MyQuad09.max.
Adjust
the arms to create the landing:
Next you'll bend the arms so the impact is absorbed
as the beetle lands.
- Continue
from the previous lesson. Move the time slider to frame 83.
- In
the Left viewport, move the center of mass down and right so the
elbows are close to the ground.
The hands
are locked to the box and the elbows should bend in response to
the movement.
- Move
left hand slightly behind the right hand.
This makes
it look like the hands are hitting the ground independently.
-
Rotate
the left hand up so it's parallel to the ground.
Adjust
the legs to create the landing:
-
Select
both thighs. Rotate them so the legs are under the biped.
- Press Page Down to select both calves,
then rotate them so the feet prepare to contact the ground.
- Press Page Down and rotate the feet so
the balls contact the ground.
- Press Page Down and rotate both toes until
they are nearly horizontal.
- Select
the right foot and move it back and slightly up.
When an
animal lands, its feet don’t hit the ground at the same time.
- Rotate Bip01
Spine1 to raise the elbows and upper body slightly.
- In
the Front viewport, select both calves and rotate them about 45
degrees around the X axis.
- Select
each foot and move it in to match the illustration.
- Select
both feet. Move the time slider to frame 80.
-
Move
the feet so the beetle compresses as he lands.
The feet
should be tucked under the tail.
Create
the last pose:
- Move
the time slider to frame 86.
-
Select
the right hand, and click Set Planted Key.
-
Click
the Opposite button. Click Set Planted Key for the left hand.
-
Select
the left foot, and set a planted key.
The left
foot is already on the ground.
- Click
the Select Pivot button, and set the pivot to the ball of the foot.
-
In the
Track Selection rollout, use Body Vertical to move the biped so
the right foot touches the ground.
-
Select
the right foot, and set a planted key.
- Click
the Select Pivot button, and set the pivot to the ball of the foot.
- Make
minor adjustments to the legs, spine, neck, and head to match the
illustration.
- Save
your work to MyQuad10.max.
Adjust
the timing:
The takeoff and landing are too slow. Use the
keys in the track bar to improve the timing.
- Continue
from the previous lesson, and select the entire biped.
The keys
displayed in the track bar are the keys for the entire animation.
There is
too much time between frames 30 and 40.
- Turn
off Auto Key. Select the keys from 72 through 100 by dragging a
selection rectangle around them in the track bar.
- Slide
the selected keys so the key that was at frame 72 is now at frame
60.
Note the
readout on the status bar showing you information about how the
frames are being shifted.
- Now
select the keys from frame 40 through the end of the animation.
- Slide
these keys so the key that was at frame 40 is now around frame 33.
- Move
the time slider back and forth.
The take
off and landing is much quicker.
- Save
your work as MyQuad11.max.