One of the most powerful
features of footsteps is the ability to adapt keyframes automatically
to edits you make to your footstep pattern. By analogy, the footsteps
become a kind of
manipulating the keyframes of your character's animation. In most
cases, edits you make to footsteps act upon your keys in an intuitive fashion.
In order to understand
what happens when active footsteps are edited, you must first understand
what happens to biped keys when footsteps are activated. See
Footstep and Body Keys.
Key Adaptation for Footstep
When you move or rotate
active footsteps as described in
Footstep Placement, the biped's keys are
immediately influenced by the edit. The following keyframe tracks
are influenced in the vicinity of the edited footsteps:
- Body Horizontal keys change to step or
hop within range of new footstep locations
- Body Vertical keys change to match possible
changes in stride length, since the center of mass must move lower
to step longer distances
- Body Turning (Body Rotation) keys change
to bank into turns created by changes in path curvature or body
- Right or left leg keys in a Move state
(when the leg is not in a footstep) are adapted to step between
Other keys are preserved
in the adaptation process. For example, if you animate the body
to kneel while turned to the right, altering a nearby footstep will
maintain the biped's height and turning motion as much as possible.
Key Adaptation for Footstep
To edit active footsteps
in time, follow the methods described in
Footstep Timing. Keyframes affected by
the edit are updated immediately.
A fundamental factor
in how your keyframes are adapted is whether the sequence of leg
support transitions has changed. Changing the relationship between
opposite leg keys effectively changes the gait, which causes entirely
new keyframes to be generated at that point.
- If you move footstep keys in such a way
that you remove an overlap or create a new overlap between opposite
legs, you have changed the gait, and new keys will be generated
- If you do not change the overlap relationship
between opposite legs, existing legs keys are retained.
WarningEditing a jumping
sequence so that the feet hit or leave the ground slightly out of
phase rather than at the same time introduces a change in the leg
support sequence. Hence, even in this case, the leg keys will be
locally replaced with default keys.
NoteIf you scale the
biped's feet in Figure mode after activating footsteps, then turn
off Figure mode, character studio will
recalculate the footstep display size and the footstep dynamics
You can lock specified
tracks to prevent them from adapting automatically when you move
active footsteps. The controls in the Footstep Adapt Locks group
& Adaptation rollout lock specified