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testing the Model 3ds Max

The most time-consuming part of the process is complete. You have created a biped, adjusted all of its component parts to fit your model, and applied the Skin modifier to link the model to the biped. Let’s really put the rig to the test and add some animation. Continue with your file from the previous exercise or open CSSoldier06.maxfrom the Scenesfolder of the Soldier project available on the book’s web page. This file has the completed rig with all the animation deleted.
These were done by selecting all the Biped bones, and dragging a selection
around the keyframes and deleting them in the timeline.
1. Select any element of the biped and click the Motion tab of the
Command panel.
2. Enter Footstep mode ( ).
The rollouts change to display the tools for adding and controlling
a biped’s motion. The Footstep mode and Figure mode are exclusive;
you cannot be in both modes at the same time.
3. In the Footstep Creation rollout, make sure that the walk gait is
selected and then click the Create Multiple Footsteps button ( ) to
open the Create Multiple Footsteps dialog box.
4. In the dialog box that appears, you will assign Footstep properties for
the number of steps you want, the width and length of each step, and
which foot to step with first. Set the number of footsteps to 8, leave
the other parameters at their default values, and click OK.
5. Zoom out in the Perspective viewport to see the footsteps you just
created. Look at the Time slider, and note that the scene now ends at
frame 123; that’s 23 more frames than the 100 frames the scene had
at the beginning of this chapter. The 3ds Max software recognized
that it would take the biped 123 frames, or just over 4 seconds, to
move through the eight steps that it was given.
6. Click the Play Animation button in the Playback Controls area. What
happens? Nothing. The biped must be told explicitly to create animation keys for the steps that you have just added to the scene. Drag the
Time slider back to frame 0.
7. In the Footstep Operations rollout in the Command panel, click the
Create Keys For Inactive Footsteps button ( ). The biped will drop its
arms and prepare to walk through the footsteps that are now associated with it.
8. Click the Play Animation button again. This time the biped walks
through the footsteps with its arms swinging and its hips swaying
back and forth.

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