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Mastering
3D Studio MAX R3 |
The Biped
System
The Biped system is a full skeleton, complete with hierarchical linkages
and its own blend of forward and inverse kinematics. It is completely
adjustable to your character. It will render, but you turn off its display
before rendering your scene. You create a biped by going to Create tab
Ø Systems, clicking the Biped button,
and dragging out a biped in the viewport.
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| WARNING You
have to drag out the size of the biped in the viewport. If you just
click once, you will create a microscopic biped.
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You edit the biped and access the various modes of Character Studio under
the Motion tab. In the Structure section of the tab, you set the number
of links you want for the different parts of the body. The most important
part of the biped is the center of mass in the middle of the pelvis, because
all the other parts are linked under that. This is the part that is named
Bip01 as a default. You can rename the biped and all its respective parts
by changing this root name in the Structure section, rather than having
to rename every part of the body separately.
Figure Mode
| Figure mode is for adjusting
the parts of the biped to fit your character. Its best to get
this just the way you want it before starting to animate. Its
possible to make adjustments afterwards, but the results arent
always reliable.
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With any part of the biped selected, click the Figure mode button, move
the center of mass to adjust the overall position of the biped, and then
start scaling the corresponding parts of the biped to fit the segments
or areas of the mesh that they will affect.
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| TIP Using non-uniform
scale is not problematic when scaling biped parts.
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You can add a ponytail, one of the optional body parts on
a biped, with sufficient linkslike the joints of a fingerto
animate things like ears, noses, or hats and other clothing. For a segmented
model, you can simply link the parts directly to the corresponding parts
of the biped. For a single mesh, you will also have to apply the Physique
modifier, as explained later.
Footsteps Mode
| Footsteps mode takes care of
all the cases where you want the characters feet to be touching
the ground: walking, running, or jumping. This has always been a challenging
part of character animation: preventing the feet from going through
the floor. With Footsteps, its taken care of for you. Default
footsteps, however, do not make for interesting animation. You start
with the footsteps, adjust the weight and stride for your character,
and add the motions that make your character distinctive.
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| To create footsteps, click
the Footsteps Mode button and then click Create Footsteps or Create
Multiple Footsteps under the Footstep Creation section. If you click
Create Footsteps, you can click in the viewport to drop the footsteps.
If you click Create Multiple Footsteps, you will get a dialog box
that will allow you to choose the number and attributes of the footsteps.
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| Before the biped will use
these footsteps, you need to click Create Keys for Inactive Footsteps
in the Footstep Operations dialog box. Then you can play the animation.
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| Any frame in which a foot
is not touching the ground is available for free-form animation. You
can go out of Footsteps mode, move the biped around, and click the
Set Key button under the Keyframing section.
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Loading Figure and Motion Files
| A great feature unique to Character
Studio is that you can save figure files (.fig) independently
of motion files (such as .bip) and apply the same motion
to different characters. The Save File and Load File buttons are available
in Figure mode for saving figure files and in Footstep mode and free-form
mode (with none of the mode buttons on) for saving motion files.
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Motion Flow Mode
| In Motion Flow mode, you can
combine your own saved segments of animation with motion capture segments
(such as those shipped with MAX R3) into a unique script. You can then
export this script as a .bip file, load it, and edit
it some more.
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© 2000, Frol (selection,
edition, publication)
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