Applying Physique
Biped Quickstart
Animating the Biped with Footsteps
Animating the Biped with Freeform Animation
There are
two types of animation that a biped can perform: Freeform animation and
Footstep animation. In this lesson, you'll use Freeform animation
to make Dr. X do a series of deep knee bends. Freeform animation
does not use footsteps. You manually set all the keys in a Freeform
animation.
To get an idea of how your animation should
turn out, view the preview animation, drxkneebends.avi,
in the tutorials\character_animation\quick_start folder.
Set
up for this lesson:
- Open cs4_qs_drx03.max from the tutorials\character_animation\quick_start folder.
This scene
contains Dr. X with properly adjusted envelopes.
- Press
the H key and choose DrX
Biped L Foot from the Select Object list, then click
the Select button.
Plant
the feet:
Since Dr. X is doing squats, his feet are not
required to move. You'll plant his feet to keep them from moving
throughout the exercise.
-
Open
the Motion panel.
- Expand
the Key Info rollout, and expand the IK expansion bar.
The left
foot is selected, so you can set a key for it.
-
In the
Key Info rollout, click Set Planted Key.
-
In the Track Selection rollout,
click the Opposite button to select DrX Biped R Foot.
-
Click
Set Planted Key to set a key for the right foot.
Animate
the first knee bend:
You'll start by animating the knee-bending motion.
Dr. X will start the knee bend in his current stance with arms outstretched,
and perform a total of four squats. When completed, he'll return
to his original stance.
When the feet are planted, you animate the knees
bending by moving the biped's center of mass up and down.
- Make
sure the time slider is at frame 0.
-
In the
Track Selection rollout, click Body Vertical.
This selects
the center of mass's body vertical track.
-
Turn
on Auto Key.
- Move
the center of mass (COM) downward slightly to make the character's
knees bend a little bit.
This places
a key for the center of mass's body vertical track at frame 0.
- Right-click
the Front viewport to activate it, and move the time slider to frame
15.
-
Move
the COM down about –0.25m on the Z-axis.
Watch the
Coordinate display Z-field until it reaches about –0.25m and release
the mouse button. A key is automatically created at frame 15. This
is Dr. X's squatted pose.
- Scrub
(drag) the time slider to see Dr. X bend his knees once.
Copy
and paste the standing posture:
- Move
the time slider to frame 0.
- Expand
the Copy/Paste rollout.
The tools
on this rollout enable you to quickly copy and paste keys from one
frame to other frames. By default, the Posture option is selected.
This option pastes keys from individual body parts.
-
In the Copy/Paste rollout,
click Create Collections. Name the Collection Dr. X poses.
-
Click
the Copy Posture button.
- In
the Copied Postures field, rename the posture Standing.
- Move
the time slider to frame 30.
-
Make
sure Auto Key is still on.
-
On the
Copy/Paste rollout, paste options group, click the Paste Vertical
button.
-
Click
Paste Posture.
Dr. X stands up again. When you paste a posture
with Auto Key turned on, a key is created at the current frame with
the new posture. Here, a new key was created for the COM's Body
Vertical track at frame 30.
Copy
and paste the squatting posture:
- Go
to frame 15.
-
On the
Copy/Paste rollout, click the Copy Posture button. Rename the posture Squatting.
-
Go to
frame 45, and click Paste Posture.
Paste
the remaining postures:
Now that you've stored the two postures, you
can easily paste them to other frames.
- Go
to frame 60. Choose the Standing posture from the Copied
Postures list, and click Paste Posture.
- Go
to frame 75. Choose the Squatting posture from the Copied
Postures list, and click Paste Posture.
- On
frame 90, paste the Standing posture.
- On
frame 105, paste the Squatting posture.
- On
frame 120, paste the Standing posture.
You have
now created all the knee-bend motions for this animation. If you
like, you can play the animation to see the motion.
-
Turn
off Auto Key.
- Save
the scene as MyDrX02.max.
Animate
the arms:
Now that the legs are set to bend, you'll rotate
the arms and lock the upper body. As Dr. X dips down, his arms are
going to swing forward, then back out to his sides as he rises.
You'll also set two keys to lock the upper body to keep Dr. X facing
forward.
- Press
the H key and choose DrX
Biped L UpperArm, then click the Select button.
-
From
the Track Selection rollout, click the Symmetrical button to select
the opposite upper arm.
- Move
the time slider to frame 0.
-
On the
Key Info rollout, click Set Key.
This sets
a key for the arms in their outstretched position.
WarningBe sure to use the Set Key button on the
Key Info rollout, not the Set Key text button under Auto Key.
-
On the
Copy/Paste rollout, click Copy Posture. Name the posture Arms
Out.
- Move
the time slider to frame 15.
-
Turn
on Auto Key.
-
In the
Top viewport, rotate the arms about –75 degrees around the Z-axis.
Look at
the Z-field in the Coordinate display Z-field when rotating the
arms. A key is added, and Dr. X's arms are in the forward position.
TipSometimes the arms will rotate in parallel,
instead of in opposite directions. If this happens to you, select
and rotate each arm individually.
- On
the Copy/Paste rollout, click Copy Posture, and name the posture Arms
Forward.
- Paste
the copied postures to set keys for the arms on these frames:
-
Turn
off Auto Key.
Play
the animation:
- Select
all the parts of the biped, and right-click and choose Hide Selection.
- Select
the mesh. In the Modify panel, turn on the MeshSmooth modifier by
clicking the light bulb to turn it on.
- Play
the animation.
- Save
the scene as my_drx03_freeform.max.
Save
a motion clip:
When you're happy with the results of the animation,
you want to save it so that in the future you can apply the motion
to other bipeds in other scenes. When you save a motion, it is saved
in the .bip file format, the native format
for biped character movement.
- Right-click
a viewport and choose Unhide All.
- Select
any part of the biped.
-
From
the Biped rollout, choose Save File.
The Save
File dialog displays.
- Specify
a folder where you are storing your motion files such as a new tutorials\character_animation\motions folder.
- Enter my_kneebends as
the file name and click Save.
The motion
is saved as a BIP file.
To learn
more about freeform animation, see the tutorial
Animating with Freeform
.