A biped can interact
with other objects in the 3ds Max Design scene. Links between objects
are usually static, unless you're using the Link controller. In character studio,
such attachments are "animatable" as well; during the course of
an animation, the links between the hands, feet, and objects in
the scene can change as your character interacts with them.
This capability is useful for:
- Creating freeform motions (without footsteps
and gravity) that require that feet or hands be planted with IK,
and then released. Examples are climbing a ladder, riding a bike,
or rowing a boat.
- Motions that involve the temporary manipulation
of objects, such as bouncing or kicking a ball, opening a door,
or touching another biped.
An object to which a hand or foot can be attached
is called an IK object. See the tutorial “Interacting
with Objects” for lessons that show you how to make a biped iron
clothing, ride a skateboard, bounce a basketball, climb a ladder,
and pick up a briefcase.
To make a hand or foot follow an object:
- Create the object for the hand or foot
- Select the biped's hand
TipYou can select any
part of the biped's arm to set keys for the hand, or any part of
the leg to set keys for the foot.
- In the
Info rollout, expand the IK divider to
see the IK section of the rollout.
- Click (Set
Once a key is set, the
IK Blend value and other IK parameters become available.
- Click (Select
IK Object), and choose the object for the hand or foot to follow.
The object name appears in the field below the
Body and Object radio buttons.
- On frames where you want the hand or
foot to start following the object, set a key, set IK Blend to 1.0 and choose
the Object option on the Key Info rollout. You can also click (Set
Sliding Key) to set these parameters all at once.
If Object space is turned on with no IK
object specified, the IK constraints will be in World space. In
effect, the hand or foot will be attached to the world, and will
not move during the time such a key is set.
Set one key when you want the attachment to
begin, and a second key when you want the attachment to stop. This
defines an Object space interval, the duration of a temporary attachment.
- On the frame that defines the end of
an attachment interval, set IK Blend to 1.0, choose
the Object option, and turn on Join to Prev IK Key. You can also
click (Set Planted
Key) to set these parameters all at once.
- On frames where you don't want the hand
or foot to follow the object, set a key, set IK Blend to 0.0 and choose
the Body option. You can also click (Set
Free Key) to set these parameters all at once.
To anchor a hand or foot:
You can use anchoring to temporarily look a
hand or foot to a specific point in space while you are animating
- Move and rotate the hand or foot into
the desired posture.
- On the Keyframing Tools rollout, click
the button for the limb you want to anchor: (Anchor Right Arm), (Anchor Left Arm), (Anchor Right Leg), or (Anchor Left Leg).
NoteThe arm or leg you
select beforehand does not actually have to be the same as the arm
or leg you are anchoring.
- Set keys for the arm or leg as described
in the previous procedure.
NoteYou can also use anchors to hold a foot
or hand in position while you render the animation. However, be
aware that anchors are turned off when you close the MAX file. If
you want to use anchors from one session to the next, you must turn
them on again the next time you open the file.