Biped – notes on Footsteps Use footsteps to rough out your animation, then convert to freeform. You will then be able to add keys before and after the animation. Right click anywhere on the dope sheet for footsteps to create freeform keys wherever the biped is airborne. Have
footsteps activated when you set this up.
To edit the footsteps after the freeform work, make sure you are in edit footsteps.
This is the key to convert footsteps to freeform or the opposite. If going freeform to footsteps, try and have planted keys at the same time for each foot.
To add footsteps use APPEND ... and click one by on ...
Active footsteps are pastel ... new footsteps are green or blue ...
Walk footstep is the number of frames the foot is on the ground ... double support is the number frames both are on the ground ...
Use this button to simply make manual footsteps ...
In multiple footsteps, set height to make character go upstairs
To walk in place, do this:
TO WALK BACKWARDS ... make the parametric stride less than 0 ...
To make the biped walk speed up ... make sure interpolate is on ...
make last step timing less than first step ...
Parametric stride with is related to the pelvis width. Here we will set to 3x the pelvis width for a wide gait..
Don’t worry, you can always get back to the default settings:
You can use the dope sheet to make the biped stop with both feet down ... Move the time slider forward and start at current frame to resume walking after a pause. The same thing is achieved by dragging out the dope sheet footsteps ... then resume walking by adding footsteps ...
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