Use controls on the
Biped rollout to put the biped into Figure, Footstep, Motion Flow,
or Mixer modes, and to load and save BIP, STP, MFE, and FIG files.
You'll find other controls on the Biped rollout, as well.
The Modes group on the
Biped rollout lets you turn on the Buffer, Bend Links, Rubber Band,
Scale Stride, and In Place mode.
The Display group on
the Biped rollout lets you adjust how the biped is displayed, providing
controls to show or hide Objects, Bones, Footsteps, and Trajectories.
In addition, the Biped
rollout provides controls for converting footsteps into a freeform
animation, or a freeform into a footstep animation.
NoteThe Modes group,
Display group, and Name field are hidden by default. Click on the
Modes and Display expansion bar to display them.
mode to fit a biped to the mesh or mesh
objects representing your character. Leave Figure mode on when you attach
the mesh to the biped with Physique. Figure mode is also used to
scale a biped with a mesh attached, to make biped "fit" adjustments after
Physique is applied, and to correct posture in motion files that
need a global posture change.
Rollout appears when Figure mode is active.
NoteWhen Figure mode
is turned on, the biped jumps from its animated position to its Figure
mode pose. Animation is preserved when you exit Figure mode.
Create and edit footsteps; generate
a walk, run, or jump footstep pattern; edit selected footsteps in
space; and append footsteps using parameters available in Footstep mode.
Two additional rollouts
display on the Motion panel when
mode is active:
Create scripts and use editable
transitions to combine BIP files together to create character animation
Flow mode. After creating a script and
editing transitions, use Save Segment on the Biped rollout to store
a script as one long BIP file. Save an MFE file; this enables you
to continue Motion Flow work in progress.
TipUse Motion Flow mode
to cut motion capture files together.
- Mixer Mode
- Biped Playback
Plays the animation for all
bipeds unless they are excluded on the
Preferences dialog. This playback mode
usually gives real-time playback, which you may not get if you use
Play on the 3ds Max toolbar.
NoteIn Biped Playback
mode, the biped is displayed as bones only, with no other scene
- Load File
dialog lets you load .bip, .fig or .stp files.
- Save File
As dialog, where you can save Biped files (.bip),
figure files (.fig), and step files (.stp) files.
Convert a footstep animation
to a freeform animation. This works in both directions. Displays
to Freeform dialog or
to Footsteps dialog depending on the direction.
- Convert uses biped foot IK Blend values
to extract footsteps.
- Use Convert to extract footsteps from
an animation saved using Save Segment in Motion Flow mode.
- Convert the animation in either direction
depending on how you like to work. Convert to freeform for unrestricted key
editing. Convert to footsteps to take advantage of footsteps.
- Move All
Allows the biped to be moved
and rotated with its relative animation intact. You can transform
the biped interactively in the viewport or with the dialog box that opens
when the button is active.
When this button is active,
the biped’s center of mass enlarges to be more easily selected for
The Collapse button on
the Move All dialog box allows you to reset the position and rotation
values in the Move All dialog to zero, but does not change the position
of the biped.
NoteThe Modes group is
hidden by default. To display it, click on the Modes & Display
expander in the Biped rollout.
- Buffer Mode
Edit segments of an animation
in Buffer mode. Copy footsteps and associated biped keys into the
buffer using Copy Footsteps on the Footstep Operation rollout first,
then turn on Buffer mode to view and edit the copied segment of
TipPaste buffered motion
back to the original animation repeatedly to create looping motions.
Edit footstep and biped
animation that have been copied into the buffer using Copy Footsteps
on the Footsteps Operation rollout. The changes can be pasted back
by turning off Buffer Mode, turning on Paste Footsteps on the Footstep
Operation rollout, and overlapping the buffered footsteps with the
original footsteps. The buffered motion is spliced into the original animation.
- Rubber Band
Use this to reposition
the biped elbows and knees without moving the biped hands or feet
in Figure mode. Reposition the biped center of mass to simulate
the physics of wind or weight pushing against the biped. Figure
mode must be turned on to enable Rubber Band Mode.
To reposition biped knees
and elbows, turn on Figure mode and turn on Rubber Band mode. Select
the Move transform tool, then select and drag a biped upperarm or
thigh in the viewports. Use this as an aid to fitting a biped to a
To reposition the biped
center of mass relative to the rest of the biped skeleton, turn
on Figure mode and turn on Rubber Band mode. Select the Move transform
tool, then select and drag the center of mass in the viewports.
Use this to account for wind force or pushing against a heavy object.
Shifting the Biped's Balance.
Moving the biped center
of mass (blue diamond) behind the character, turns this default
walk cycle into a struggle against a high wind.
NoteRubber Band mode
behaves differently than Non-Uniform Scale. For example, if you
"Rubber-Band" the biped thigh, the thigh and biped calf objects
scale proportionally to keep the biped foot stationary. Using Non-Uniform
Scale, the calf retains its scale and the foot moves.
- Scale Stride
Footstep stride length and
width are scaled to match the stride length and width of the biped
figure. Scale Stride mode is on by default.
when Scale Stride mode is off.
Scale Stride mode is
on by default, so scaling occurs automatically when you load a .bip, .stp,
or .fig file. Scaling occurs when
you paste footsteps and when you scale the biped’s legs or pelvis.
For example, if you load
a .bip file that was saved from a
larger biped, the footsteps come into your current scene scaled
to match the selected smaller biped. If Scale Stride mode is off, the
footsteps come into the current scene without being scaled down.
If you turn off Scale
Stride mode and then go into Figure mode and scale the biped up or
down, the footstep stride width and length remains the same when
you exit Figure mode.
- In Place
Use In Place mode to keep
the biped visible in the viewports while the animation plays. Use
this for biped key editing or adjusting envelopes with Physique.
It prevents XY movement of the biped center of mass during animation
playback; however, motion along the Z axis is preserved. This is
a three-button fly-out. In Place mode is stored with the 3ds Max file.
- In Place X Mode
Lock center of mass X-axis
motion. Use this for game export where the character stays in place
but the swinging motion of the hips and upper body along the Y-axis
- In Place
Locks center of mass
Y-axis motion. Use this for game export where the character stays
in place but the swinging motion of the hips and upper body along
the X-axis is preserved.
Biped keys for limbs,
footsteps, and center of mass can be adjusted using In Place mode.
When the center of mass is moved on the XY-axes in this mode, the
footsteps move. View biped playback without requiring a follow camera.
In this viewing mode, visible footsteps “slide” under the biped.
For export to games,
this feature is valuable since many game engines intelligently move
the character’s center of mass laterally according to game play.
In Place mode makes it easy to view, tune, and export animation
in a manner that is complimentary to game engine playback.
TipAnother way of following
a moving character is to link a camera and camera target to the
center of mass shadow, which is the disc between the biped’s feet.
NoteTrajectories do not
display when In Place mode is active.
NoteThe Display group
is hidden by default. To display it, click on the Modes and Display
expander in the Biped rollout.
- Display Objects flyout
This flyout lets you display
bones and objects, together or independently:
- Display Footsteps flyout
This flyout lets you display
or hide footsteps and their numbers:
Footsteps and NumbersDisplays biped footsteps and footstep
Footstep numbers specify
the order in which the biped will move along the path created by
the footsteps. Footstep numbers are displayed in white and do not
render, but do appear in preview renderings.
- Show FootstepsDisplays
biped footsteps in the viewport, but no footstep numbers.
Footsteps are represented as green and blue
foot-shaped outlines by default; these are also visible in preview
- Hide FootstepsTurns
off footsteps and footstep numbers in the viewport.
- Twist Links
Toggles the display of twist
links used in biped. Default=on.
- Leg States
When this button is on, the
viewport displays Move, Slide, and Plant at each foot at the appropriate frame.
for selected biped limbs.
TipYou can edit keys
on the biped's horizontal and vertical track by turning on Trajectories,
turning on Sub-Object, selecting the horizontal or vertical center
of mass track and transforming keys in the viewports. Use Trajectories when
editing keyframe parameters to visualize their influence, and to
compare raw and filtered motion capture data.
- Display Preferences
Preferences dialog which is used to change
footstep colors, trajectory parameters, and to set the number of
bipeds to be played back when you use Biped Playback on the Biped
rollout. Footstep color preference is a good way to distinguish
between the footsteps of two or more bipeds in a scene.
The Name rollout lets
you change the name of the biped. When you change the name in the
Biped rollout, the center of mass is renamed and the entire biped
hierarchy inherits the new name.
- Save As Dialog (Biped)
The Save As dialog lets
you save biped (BIP), figure (FIG), and step (STP) files.
- Open Dialog (Biped)
The Open dialog lets
you load biped (BIP), figure (FIG), and step (STP) files.
- Display Preferences Dialog
Use the controls in
the Display Preferences dialog to change footstep colors and trajectory
parameters, and to set the number of bipeds to play back when you
use Biped Playback on the Biped rollout.