character studio lets you
add 3ds Max controllers to the biped object tracks. This allows
you to mix the biped animation with standard 3ds Max animation
Why Add Controllers
Adding controllers to biped body parts lets
you create animation that is difficult to do with character
studio alone. For example, you can create “stretchy”
cartoon arm or leg animation by adding a Scale controller to animate
the bipeds arms and legs. You could make a character shaking by
using a Noise controller for its limb rotations or for a Scale controller
on the spine objects to make a character breathing. An Audio controller
could be used to synchronize movement with sound.
Different controllers can be added together,
blended or sequenced in a list called a Biped SubAnim. These are
the same as the weighted list controllers in 3ds Max. By animating
the controller weights you can increase or decrease the effects
of the different controllers. You can enable, disable or collapse
the list controller animation tracks. If you collapse the track,
you can then bring them into the Motion Mixer, Motion Flow, or Layer
editor or export them to a game engine.
NoteBiped SubAnims exhibits
different behaviors based on whether you assign a controller or
a constraint as the SubAnim. A SubAnim with a controller assigned
will layer the controller animation with the existing biped animation.
If you use a constraint, however, this will replace the
existing Biped Animation.
TipSubAnims are best
used when combined with freeform animation. You can use them with
footstep animations but you may experience unexpected results. If
this happens, simply convert the footstep animation to freeform
before applying the SubAnims.
Biped SubAnims can be applied several different
ways. You can assign controllers to the Biped SubAnim in the
Controller rollout of the Motion panel.
Controllers can also be added in the
Workbench using the Controller button
to display the controller list. Right-click and choose Assign Controller
from the right-click menu. You can assign controllers to multiple
objects by using the SubAnims filter.
To add a controller to a biped object:
- Select the biped object
that you want to control, and set a key for that object.
- O n the Motion panel, expand
the Assign Controller rollout.
The Biped SubAnim entry is displayed in the
- Expand the Biped SubAnim entry in the
List controller entries
are displayed for BipScale, BipRotation, and BipPosition.
- Expand the list controller you want to
add to and highlight the first Available entry.
(Assign Controller) becomes active.
- Click (Assign Controller).
3ds Max opens an Assign Controller dialog.
- Choose the controller to want to use,
and click OK.
- Play the animation and observe
You can animate the parameters
for the controllers using Track View or by right-clicking the list
entry in the controller window and then choosing Properties.
Controllers can also be assigned in the Animation
Workbench by displaying the Controllers list, choosing an Available
entry, right-clicking and choosing Assign Controller.
To collapse a controller:
You can collapse a controller to use the animation
in the Motion Mixer, or with Layers, or to export to a games engine.
- Select the biped object
with the controller; for example an arm with an added noise rotation
- On the Motion panel, in the Assign
Controller rollout, click the Biped SubAnim controller you want
- Right-click the Biped SubAnim and choose
A dialog appears with
the Collapse choices.
If a different dialog appears, you don't have
the correct selection in the list window. Be sure you've selected
the Biped SubAnim entry and not something else.
- Turn on the tracks you want to collapse
in the Enable group.
- Turn on the options you want to use in
the Collapse group.
- To perform the collapse, click the Collapse
The controller tracks
are “baked” into the Biped tracks. The new keys will appear in the
track bar, or in the Workbench Curve View if the Workbench is open.
To add controllers to multiple biped
parts at the same time:
- In the viewport select the biped parts to
which you want to add list controllers.
- Open the Workbench.
The selection list in the Select panel has the
biped parts highlighted.
- Click the Controllers
button on the Workbench toolbar.
The controller list appears to the right of
the select tab.
- Select the tracks you want to affect.
- On the Filter panel, locate the part
to Filter group. Set it to Selected Parts if it isn't already.
- Choose a SubAnims filter from the drop-down
- Adjust any other options you need to
in the Filters tab, then click Position, Rotation, or Scale to add
- Expand the controller list to observe
the newly added controllers.
To animate the weights of an added controller:
You can animate the weights of an added controller
to determine when the effect takes place. A weight of 0 will yield
no effect, a weight of 100 will provide the full effect. See the
tutorial “Using Controllers with Biped” for an example of animating
- Add a controller to a biped object, using
either method outlined above.
- Immediately after adding the controller
select the appropriate BipScaleList, BipRotationList, or BipPositionList
entry in the controller list, and expand it to see the Weights.
- Expand the Weights and select Weight
- On the Motion panel Keyframing Tools rollout, click (Manipulate SubAnims).
Three new rollouts appear in the Motion panel:
Position List, Scale List and Rotation List.
- Navigate to the appropriate List rollout.
In the Layer window highlight the Controller you wish to weight.
The Weight field becomes available
- Turn on (Auto Key), move the time
slider, and enter values in that field, or use the spinner to set
keys to animate the weights.
WarningDon't even think about using the 3ds Max Set
Key button to animate the weights. Avoid using this button with character
studio as a rule. Use Auto Key or use the
Key Info rollout set key buttons instead.