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VERSION THREE www.discreet.com REFERENCE AND TUTORIALS 13903-010000-5081A May 2001

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VERSION THREE

www.discreet.com

REFERENCE AND TUTORIALS

13903-010000-5081A May 2001

13903-010000-5081A May 2001

Copyright 2001 Autodesk, Inc.

All Rights ReservedThis publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. AUTODESK, INC. MAKES NO WARRANTY, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, REGARDING THESE MATERIALS AND MAKES SUCH MATERIALS AVAILABLE SOLELY ON AN "AS-IS" BASIS. IN NO EVENT SHALL AUTODESK, INC. BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE OR USE OF THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILITY TO AUTODESK, INC., REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE MATERIALS DESCRIBED HEREIN. Autodesk, Inc. reserves the right to revise and improve its products as it sees fit. This publication describes the state of this product at the time of its publication, and may not reflect the product at all times in the future.

Autodesk TrademarksThe following are trademarks of Autodesk, Inc., in the USA and/or other countries: 3D on the PC, ACAD, Advanced User Interface, AEC Office, AME Link, Animation Partner, Animation Player, Animation Pro Player, A Studio in Every Computer, ATLAST, Auto-Architect, AutoCAD Architectural Desktop, AutoCAD Architectural Desktop Learning Assistance, AutoCAD Learning Assistance, AutoCAD LT Learning Assistance, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk Animator Clips, Autodesk Animator Theatre, Autodesk Device Interface, Autodesk Inventor, Autodesk PhotoEDIT, Autodesk Point A (logo), Autodesk Software Developer's Kit, Autodesk View DwgX, AutoFlix, AutoPAD, AutoSnap, AutoTrack, Built with ObjectARX (logo), ClearScale, Colour Warper, Combustion, Concept Studio, Content Explorer, cornerStone Toolkit, Dancing Baby (image), Design 2000 (logo), DesignCenter, Design Doctor, Designer's Toolkit, DesignProf, DesignServer, Design Your World, Design Your World (logo), Discreet, DWG Linking, DWG Unplugged, DXF, Extending the Design Team, FLI, FLIC, GDX Driver, Generic 3D, Heads-up Design, Home Series, iDesign, i-drop, Kinetix (logo), Lightscape, ObjectDBX, onscreen onair online, Ooga-Chaka, Photo Landscape, Photoscape, Plugs and Sockets, PolarSnap, Pro Landscape, QuickCAD, Real-Time Roto, Render Queue, SchoolBox, Simply Smarter Diagramming, SketchTools, Suddenly Everything Clicks, Supportdesk, The Dancing Baby, Transform Ideas Into Reality, Visual LISP, Visual Syllabus, VIZable, Volo, Where Design Connects, and Whereware.

Third-Party TrademarksAll other brand names, product names, or trademarks belong to their respective holders.

Third-Party Software Program CreditsCharacter Studio software is produced exclusively for discreet, a division of Autodesk, Inc., by Unreal Pictures, Inc. Copyright 1997, s 1998, 2000 Unreal Pictures, Inc.

s InstallShield Copyrighted 1998, 2000 InstallShield Software Corporation. All rights reserved.Portions Copyrighted 1998, 2000 Microsoft Corporation. All rights reserved.

GOVERNMENT USEUse, duplication, or disclosure by the U.S. Government is subject to restrictions as set forth in FAR 12.212 (Commercial Computer Software-Restricted Rights) and DFAR 227.7202 (Rights in Technical Data and Computer Software), as applicable. Autodesk, Inc. reserves the right to revise and improve its products as it sees fit. This publication describes the state of this product at the time of its publication, and may not reflect the product at all times in the future.

Contents

Welcome to character studio 3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xix Whats New in character studio 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xix Nonlinear Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx Track Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx Behavioral Crowd Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx Inverse Kinematic Pivots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxii Keyframe Animation Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiii Footstep Animation Improvements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiii Figure Mode Improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiv Motion Capture Editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiv Skin Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiv Programmatic Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxiv Product Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxv System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxv Optional. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxvi Installing character studio 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxvi Authorizing character studio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxviChapter 1 Using character studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Introduction to character studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 What You Should Know to Use character studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Biped Features and Benefits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Rapid Creation of Biped Skeletons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Freeform Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Footstep-Driven Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Advanced Inverse Kinematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Motion Retargeting Between Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Motion Capture Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Understanding Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 The Biped. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Biped Center of Mass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Keyframing the Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Footstep Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

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Contents

Freeform Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Inverse Kinematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Key Interpolation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Productivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Physique Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Skin Attachment with Envelopes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Weighted Blending. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Skin Sliding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Muscle Bulging. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Tendon Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Support for Patches NURBS and Polygons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Using Splines with Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Using Non-Hierarchical Bone Structures with Physique . . . . . . . . . . . . . . . . . . . . . 11 Performance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Understanding Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Biped and Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Envelopes and Weighted Vertices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Deformable and Rigid Envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 The Number of Links that can affect a Vertex . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Physique Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Overview of Crowd Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Basic Setup with Crowd and Delegate Helper Objects . . . . . . . . . . . . . . . . . . . . . 14 Scatter Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Crowd Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Cognitive Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Global Clip Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Motion Synthesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Understanding character studio Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Create Skin Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Create a Biped Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Attach the Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Adjust Skin Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Animate the Biped Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Use Freeform Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Use a Footstep-Driven Technique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Convert Between Animation Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Use Layers to Apply Global Changes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Use In Place Mode to Control the View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Import Motion Capture Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Use Track View for Keyframe Editing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Use Motion Flow to Combine Animations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

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Refining Your Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Use Crowds to Animate Groups of Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Starting Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Creating a Biped. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Changing Biped Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Creating a Biped Using AutoGrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Naming the Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Understanding Biped Anatomy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Using Animation Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Changing the Biped Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Repositioning Biped Body Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Adding extra Biped Body Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Changing Initial Biped Anatomy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Deleting a Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Loading and Viewing Sample Biped Animations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Previewing Biped Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 In Place Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 In Place Mode Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Biped Display Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Trajectory Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Display Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Retargeting Freeform Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 IK Constraints and Pivots for Freeform and Footstep Animations. . . . . . . . . . . . . . 29 Join to Previous IK Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 About Freeform Animations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Freeform Walking Animation Using IK Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Biped Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Selecting Tracks with the Select by Name Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Selecting Tracks from the Track View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Expanding Biped Animation Tracks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Transforming Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Moving Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Rotating Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Special Rotation: Elbows and Knees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Balance: Spine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Independent Orientation: Arms, Head, Feet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Ground Plane Collision Detection: Pelvis, Feet . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Rotating Multiple Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Selecting and Rotating Multiple Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Using Bend Links Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Setting Biped Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

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Contents

Adjusting Multiple Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Apply Increment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Select Multiple Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Scale Tail Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Using In Place Mode to Adjust Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Copying and Pasting Postures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Copying the Entire Biped Posture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Copy Tracks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Globally Position the Biped with Freefrom Animation . . . . . . . . . . . . . . . . . . . . . . . . 41 Changing the Biped Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Posing a Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 How Biped Uses Figure Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Restructure Biped to Match File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Talent Figure Mode and Adjust Talent Pose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Saving and Loading Biped Figure Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Scaling Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Rubber-Banding Arms and Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Rubber-Banding the Center of Mass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Balance Factor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Linking Objects to the Biped. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 About Footstep Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 IK Constraints and Footstep Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Composing Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Planning for Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Footstep Timing: Gait Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Walking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Running . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Creating Multiple Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Creating Individual Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Editing Footsteps in Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Activating and Deactivating Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Editing Footsteps in Time: Track View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Restrictions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Sliding Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Motion Capture Import . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Adjusting Vertical Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Dynamics of Walking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Dynamics of Ballistic Gaits: Running, Hopping, and Jumping . . . . . . . . . . . . . . . . . . 64 Airborne Vertical Dynamics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

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Springing and Landing Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Ballistic Tension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Adjusting Biped Keys in Track View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Locked Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Restrictions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Adapting Biped Keys to Footstep Edits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Adapting Keys to Footstep Space Edits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Adapt Locks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Adapting Keys to Footstep Time Edits: Track View . . . . . . . . . . . . . . . . . . . . . . . . 67 Motion Interdependencies Between Body Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Freeform Editing Between Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Splicing Biped Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Retargeting Biped Motion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Scale Stride Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Loading and Saving Biped Step Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Converting Between Footstep and Freeform Animations. . . . . . . . . . . . . . . . . . . . . . 70 Key Info Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Vertical and Horizontal Center of Mass Tracks. . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Using IK Keyframe Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 IK Blend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Body/Object Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Join to Previous IK Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Freefrom Walking Animation Using IK Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Walking Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Pivots (IK Extensions) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Biped IK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Animatable IK Attachments to 3D Studio MAX Objects. . . . . . . . . . . . . . . . . . . . . . . 79 Using Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Mirroring Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Bending the Center of Mass Track and Trajectory Key Editing . . . . . . . . . . . . . . . . . 82 Filtering Motion Capture and Marker Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Transitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Random Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Unified Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Files and Directories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Deformable and Rigid Envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Blending Between Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Inner and Outer Bounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Bulges and Tendons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

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Skeletons to Use with Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Creating a Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Creating a Skin for Bipeds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Adjusting Biped Arms Legs and Torso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Using the Box Generator Utility for Non-Biped Skeletons . . . . . . . . . . . . . . . . . . . . . 94 Spline-Based Physique Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Floating Bones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Applying Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Initializing Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Previewing Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Adjusting Default Envelope Shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Fine-Tuning Envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Using Cross Sections. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Using Control Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Rotating and Scaling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Interactive Redraw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Changing Display Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Working with Deformable Envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Adjusting Link Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Creating Bulges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Setting Bulge Angles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Shaping the Bulge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Fine-Tuning in the Bulge Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Adding More Poses to Your Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Creating Tendons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Working with Rigid Envelopes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Working with Both Deformable and Rigid Envelopes . . . . . . . . . . . . . . . . . . . . . . . 104 Using Vertex Sub-Objects to Override Envelopes and Blending . . . . . . . . . . . . . . . . 104 Shaded Display of Vertex Weight Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Reinitializing Physique Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Reinitializing Old Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Initialization Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Working with an Initial Pose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Improving Interactive Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Level of Detail Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Turning Blending On and Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Using the Optimize Modifier with Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Combining Physique with Other Modifiers and Stack Update Options . . . . . . . . . . 107 Stack Update Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Using Physique with Changing Geometry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Saving and Loading Physique Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108

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Crowd Object. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 The Setup Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Crowd Delegates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Creating a Crowd System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Crowd Behaviors Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Understanding Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Using Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Behavior Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Obstacle-Avoidance Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Attaching an Object Instance to a Crowd System . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Using Bipeds with Crowd Delegates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 The Motion Flow Network Defines Possible Scripts . . . . . . . . . . . . . . . . . . . . . . . 117 Bipeds Use Delegate-Directed Behavioral Goals . . . . . . . . . . . . . . . . . . . . . . . . . 118 Biped Crowd Avoidance, Priority, and Backtracking . . . . . . . . . . . . . . . . . . . . . . 118 Clip Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Two Approaches to Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Cyclic In-Place Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Animation with Lateral Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Global Motion Clip. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 MasterMotionClip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Synthesis Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Chapter 2 Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123

Using Biped and Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 Using the Crowd System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Biped FAQs and Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 Keyboard Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Facial Animation with character studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 How the Dummies Should Be Linked . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131Chapter 3 User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133

Biped User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Center of Mass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Body Vertical Track: Dynamics and Ballistic Tension . . . . . . . . . . . . . . . . . . . . . . 135 Body Vertical Track: Balance Factor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Linking to the Center of Mass Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Center of Mass Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 character studio and 3DS MAX Bones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Bones that compress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 IK Solution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Merging and Cloning a Biped Character. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Clones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140

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Preset Set Keys & Convert Bips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Authorization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Internet Registration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Phone or Email Registration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 General Rollout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Figure Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 Notes on Fitting the Biped to a Mesh in Figure Mode. . . . . . . . . . . . . . . . . . . . . 157 Convert to Freeform or Footsteps Dialogs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 When to Use Convert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Track Selection Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Key Info Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Activating Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Tension Continuity and Bias (TCB) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Biped Dynamics Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 IK Key Info Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Inverse Kinematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Keyframing Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Display Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Display Preferences Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Layers Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Layers versus Set Multiple Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 Animation Properties Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Biped Dynamics and Spline Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Separate Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Structure Rollout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Motion Capture Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Marker Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Motion Capture Conversion Parameters Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Motion Capture Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Motion Capture Batch File Conversion Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Marker Display Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Character Studio Marker Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Prop Bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 BVH File Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199 Overview of BVH-supported Hierarchy and Naming . . . . . . . . . . . . . . . . . . . . . . 199 Character Studio Marker Name File (MNM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Establishing a Correct Neutral Pose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 General BVH File Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Sample Biped-Supported BVH File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 BVH Guidelines for Using the Biped MoCap Converter . . . . . . . . . . . . . . . . . . . . 207 CSM File Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213

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Overview of CSM Workflow and General Use . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Summary of New Biped Variables in 3dsmax \plucfg\biped.ini for CSM Processing (as of R2.2) . . . . . . . . . . . . . . . . . . . . . . . 216 CSM.MAX for Placement and Export of CSM Markers . . . . . . . . . . . . . . . . . . . . 216 Character Studio Supported Marker Names and Attachments . . . . . . . . . . . . . . 217 Overall CSM File Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Handling Missing dropout marker data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221 Additional Syntax Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Character Studio Marker Name File (MNM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Sample CSM and MNM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 Random Motion and Crowds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Workflow: Getting Started with Clips and Transitions in Motion Flow mode . . . . 228 Motion Flow Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 Motion Flow Graph Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Random Scripts for One or More Bipeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 Motion Flow Script Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 Transitions Between Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Random Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Position the Entire Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Transition Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Transitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Automatic Transitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Length (Transition Duration) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Editing Transitions Manually (Ghosts) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Other Transition Editor Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Save Segment Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241 Create Random Motion Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241 Shared Motion Flow Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243 Transition Optimization Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Clip Properties Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Footstep Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247 Footstep Creation Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Create Multiple Footsteps Dialog: Walk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250 Create Multiple Footsteps Dialog: Run . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Create Multiple Footsteps Dialog: Jump . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 Footstep Operations Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Biped and Track View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262 Footsteps in Track View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263 Separate Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263 Editing Biped Keys in Track View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263

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Set Multiple Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264 How Dynamics and Footsteps Relate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264 Freeform Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265 Footstep Mode Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267 Set Multiple Keys Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Synthesis Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270 ClipState Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275 Automatic State Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275 MotionClip Parameters Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Track View Pick Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283 Motion Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Freeform . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 Motion Capture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 Motion Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 Sample Animations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Directory Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Sample Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Ballistic Tension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Gravitational Acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Stride Length Sample Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Time to Next Footstep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Center of Mass Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Dynamics Blend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Physique Load Specification Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293 Box Generator Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294 Floating Bones Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295 Physique Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296 Physique Level of Detail Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298 Envelope Sub-Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300 Patches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300 Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300 Partial Blending and Weight Assignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306 In cases where no envelopes use Partial Blending (the default) . . . . . . . . . . . . . . 306 In cases where all envelopes use Partial Blending . . . . . . . . . . . . . . . . . . . . . . . . 306 In cases where some envelopes use Partial Blending and some do not . . . . . . . . 306 Link Sub-Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307 The Physique Deformation Spline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307 Bulge Sub-Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313 Workflow to Create a Biceps Bulge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313 Bulge Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314

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Bulge Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318 Tendons Sub-Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Vertex Sub-Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331 Physique Initialization Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335 Creating Physique Links and Envelopes for the First Time . . . . . . . . . . . . . . . . . . 335 Link Settings, Joint Intersections, and Cross Section Rollouts. . . . . . . . . . . . . . . . 336 Reinitialize Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338 Scaling a Character. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339 Physique and Free Form Deformations (FFDs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340 Geometry Parameters Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342 Motion Parameters Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342 Crowd Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346 Behavior Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351 Solve Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352 Priority Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354 Using Priorities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355 Smoothing Rollout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357 Collisions Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 358 Geometry Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359 Global Clip Controllers Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359 Scatter Objects Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362 Random Placement Difficulty Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370 Object/Delegate Associations Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370 Edit Multiple Delegates Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372 Associate Bipeds With Delegates Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374 Behavior Assignments and Teams Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375 Select Behavior Type Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380 Select Delegates Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381 State Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385 State Transition Dialog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386 The Transition Script. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386 Behavior Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 392 Avoid Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 392 Orientation Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 396 Path Follow Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 398 Repel Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400 Scripted Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 402 Seek Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403 Space Warp Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 404 Speed Vary Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 405

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Surface Arrive Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 406 Surface Follow Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409 Wall Repel Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411 Wall Seek Behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414 Wander Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416 Create Method Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419 Lattice Parameters Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419 Obstacle Parameters Rollout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 420 Tutorial Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423 Welcome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423 How to Use These Tutorials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423 Online and Printed Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423 Opening the Online Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424 Finding the Tutorial Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424 Tutorials and Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424 MAXScript Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424 What You Will Learn in These Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424 The Cast of Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426Tutorial 1 Biped and Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429

Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429 Lesson 1: Creating a Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429 Lesson 2: Modifying the Biped Structure in Figure Mode . . . . . . . . . . . . . . . . . . . . 433 Lesson 3: Biped with Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 438 Lesson 4: Merging and Cloning Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442Tutorial 2 Freeform Biped Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447

Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447 Lesson 1: Creating a Simple Freeform Animation . . . . . . . . . . . . . . . . . . . . . . . . . . 447 Lesson 2: Animating a Freeform Walk Cycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 457Tutorial 3 Footstep Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 469

Animating a Biped with Footsteps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 469 Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 469 Lesson 1: Creating an Expressive Walk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 470 Lesson 2: Modifying Footsteps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 477 Adding a jump . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 479 Lesson 3: Gymnastic Motion Flips with Ballistic Tension . . . . . . . . . . . . . . . . . . . . . 481 Adjusting the Body Motions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 485 Adding the Twist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 491 Lesson 4: Animating a Pratfall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 494 Lesson 5: Changing Footsteps using IK Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 500

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Tutorial 4 Animating Bipeds Interacting with Objects . . . . . . . . . . . . . . . . . . . . . . . . 503

Making Bipeds Interact with Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503 Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503 Lesson 1: Dribbling a Basketball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 504 Lesson 2: Climbing a Ladder Using IK Blend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 507 Lesson 3: Picking Up and Carrying Using Link Controller . . . . . . . . . . . . . . . . . . . . 516 Lesson 4: Creating the Illusion of Weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519 Lifting Heavy Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519 Pushing Heavy Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521 Lesson 5: Using In Place Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 522Tutorial 5 Motion Flow Editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 525

Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 525 Lesson 1: Creating Clips in Motion Flow Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526 Lesson 2: Creating and Using Motion Flow Scripts . . . . . . . . . . . . . . . . . . . . . . . . . 526 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526 Lesson 3: Looping Animation in Motion Flow Mode . . . . . . . . . . . . . . . . . . . . . . . . 529 Lesson 4: Using a Shared Motion Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530 Lesson 5: Using the Create Random Motion Feature . . . . . . . . . . . . . . . . . . . . . . . . 532Tutorial 6 Working with Motion Capture Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 535

Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 536 Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 536 Lesson 1: Importing Motion Capture Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 536 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 536 Lesson 2: Comparing Trajectories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538 Using Calibration Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538 Using Marker Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538 Lesson 3: Using High-Frequency Data and Looping . . . . . . . . . . . . . . . . . . . . . . . . 539 Lesson 4: Editing with Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 540Tutorial 7 Skinning and Linking with Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 543

Skinning with Physique. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 543 Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 544 Lesson 1: Aligning a Biped to the Mesh Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . 544 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 544 Lesson 2: Applying and Adjusting the Physique Modifier . . . . . . . . . . . . . . . . . . . . 548 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 548 Lesson 3: Adjusting Envelopes and Weighted Vertices. . . . . . . . . . . . . . . . . . . . . . . 549 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 549 Lesson 4: Fixing Possible Problem Areas: Shoulders and Pelvis. . . . . . . . . . . . . . . . . 551

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Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 551 Lesson 5: Animating Muscles with the Bulge Editor. . . . . . . . . . . . . . . . . . . . . . . . . 552 Lesson 6: Scaling Characters with Physique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 553 Lesson 7: Linking to the Biped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554Tutorial 8 Working with Crowd Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 555

Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 555 Lesson 1: Getting Started with Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 556 Lesson 2: Using Multiple Delegates and Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . 559 Lesson 3: Applying Avoidance and Animating Behavior Assignments . . . . . . . . . . . 562 Lesson 4: Applying Logic to Crowd Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 564 Lesson 5: Using Crowd with Animated Non-Biped Objects . . . . . . . . . . . . . . . . . . . 567 Lesson 6: Creating a Crowd of Swimming Bipeds . . . . . . . . . . . . . . . . . . . . . . . . . . 573 Lesson 7: Advanced Crowd/Bipeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 577Tutorial 9 Animating a Multilegged Creature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 585

Lessons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 586 Lesson 1: Animating a Quadruped with Freeform Animation . . . . . . . . . . . . . . . . . 586 Lesson 2: Adding Extra Limbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 598 Biped MAXScript Extensions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 601 Biped Load and Save Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 601 Biped Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 603 Biped Display Preferences Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 605 Biped Sample Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 605 biped_object : GeometryClass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 606 Biped Node Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 606 Biped Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 609 Layer Related Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 609 Biped Vertical_Horizontal_Turn(Body):Matrix3 Controller . . . . . . . . . . . . . . . . . . . . 610 Adapt Locks Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 612 Separate Tracks Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 613 FootSteps : Matrix3 Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 619 Biped Slave Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 620 Biped Footprints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 621 Biped Class : MultFprintParams. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 623 FootSteps : Matrix3 Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 626 BipedFSKey : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 627 MoFlow : MaxWrapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 628 MoFlowScript : MaxWrapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 630 MoFlowTranInfo : MaxWrapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 633 MoFlowTransition : MaxWrapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 635 Accessing a Biped controller key by index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 636

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BipedKey : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 637 BipedFSKey : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640 Crowd MAXScript Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 649 Crowd : helper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 649 Delegate : Helper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 651 CrowdScatter: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 657 CrowdAssignment : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 663 CrowdTeam : ReferenceTarget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 664 CrowdState:ReferenceTarget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 665 CrowdTransition : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 666 Crowds - Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 667 CogControl : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 670 Avoid_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 671 Orientation_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 673 Path_Follow_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 675 Repel_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 677 Scripted_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 678 Seek_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 686 Space_Warp_Behavior: MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 687 Speed_Vary_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 688 Surface_Arrive_Behavior : MAXObject. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 689 Surface_Follow_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 693 Wall_Repel_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 694 Wall_Seek_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 696 Wander_Behavior : MAXObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 697 Vector_Field: SpacewarpObject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 699 CS3Tools.cui Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 705 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 705 Launching the CS3CustomKeys User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . 705 File Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707 Design Details. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707 The Change_Key_FN Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711 CS3Save_Presets Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 714 Set_Key_FN Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 715 Naming the Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 719 Extending the Number of Presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 719 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 721

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Welcome to character studio 3Welcome to character studio 3 for 3D Studio MAX R3.1. For a quick overview of the changes and additions in this version, see Whats New in character studio 3 (see page xix).

See alsoIntroduction to character studio (see page 1) Introduction to Biped (see page 5) Introduction to Physique (see page 11) Overview of Crowd Features (see page 13) Tutorials (see page 423) Note: A number of character studio 3-specific additions have been made to the MAXScript language. The MAXScript Reference is updated when you install the character studio software, and is still available online from Help menu > MAXScript Reference. MAXScript information specific to this product is also available as a separate chapter in the printed Reference.

Whats New in character studio 3character studio 3 for 3D Studio MAX R3.1 combines evolutionary and revolutionary enhancements to the 3D character animation process. These improvements offer dramatic new capabilities for: Nonlinear animation (see page xx) (Biped Motion Flow) Track operations (see page xx) (Biped) Behavioral crowd animation (see page 559) (Crowd) Inverse kinematic pivots (see page xxii) (Biped)

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Welcome to character studio 3

Keyframe animation workflow (see page xxiii) (Biped) Footstep animation improvements (see page xxiii) Figure mode improvements (see page xxiv) Motion capture editing (see page xxiv) Skin deformation (see page xxiv) (Physique) Programmatic access (see page xxiv) (Biped and Crowds)

Shared Motion Flow. Sharing of Motion Flow graphs between Bipeds means that 100s of characters in a scene can motivate from a central nonlinear graph of possible motions and probabilities, each yielding a unique, but predictable behavior. Built-in Biped motion mapping means that sharing of Motion Flow graphs between characters of different size and bone structure is trivial. Create Unified Motion. Any path through a nonlinear Motion Flow graph (called a Motion Flow Script) can be now be unified with the click of a button to yield a highquality animation segment that incorporates IK constraints and pivot points through each blend period.

Nonlinear AnimationUnique enhancements to the Motion Flow Editor accelerate layout, tuning, and sharing of large-scale nonlinear animation systems between Biped characters. Create Clips from Files. Lets you load multiple files into the motion flow editor in a single step. See Motion Flow Graph (see page 230). Synthesize Motion Flow Graph. This will create optimized transition between all the clips in the motion flow graph. This allows you to quickly create scripts or random motion. With a single click, hundreds of stock animations on disk can be assembled automatically into a nonlinear Motion Flow graph representing every possible nonlinear transition. Optimize Selected Transitions. Selection of blend points for each transition in the graph means that best-case blending of large nonlinear Motion Flow graphs can be delivered in hours instead of weeks. Create Random Motion. Probability-based traversal of a nonlinear motion flow graphs means that a characters animation can cycle autonomously, within its prescribed Motion Flow graph, based on per-transition probabilities.

Track OperationsA simple, yet powerful extension to Bipeds existing compliment of track operations opens new doors for transferring entire tracks of motion between Biped body parts, between separate Bipeds, and even between stacked layers of Biped motion. Copy/Paste Tracks. Allows the entire motion from any Biped track to be copied into a buffer and easily reflected or pasted onto any other biped part. Tracks can also be copied and pasted between different biped characters -- with motion mapping adaptation automatically applied. Biped motion stored within Biped layers can now be separated and recombined onto other Bipeds -- or reordered within the same Biped.

Behavioral Crowd Animationcharacter studio 3 provides tools and controls for intelligent animation of large systems of arbitrary characters via the Crowd system.

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New Crowd and Delegate helper objects let you design crowd animation which can be based on behaviors. Use animated 3DS MAX objects to create flocks and herds, or use bipeds to make groups of humans with motion-flow script driven animation. When using bipeds and delegates together, you can take the speed from the biped motion, and the turning and position from the motion of the delegate. When using standard animated 3DS MAX objects, an extension to Block Controllers called Clip Controllers are used to attach non-bipedal animated 3DS MAX objects to the crowd of delegates. Delegate Helper Objects. Crowd delegates are lightweight placeholders, or dummy objects, that may be assigned any number of available stock behaviors like seek, repel, or follow surface. The delegate object acts as a behavioral driver for its assigned character (a biped or 3D Studio MAX object). Delegate Attributes. Independent of the behaviors, delegates have their own weighted attributes for speed, turning and banking. Attribute values can also be selectively randomized across hundreds of delegates in a single selection, for efficient control of large populations. These attributes may be modified or animated individually, separately from their behaviors, to give each a unique personality. Teams. Delegates may be organized into teams, to help simplify behavior assignment for large systems. See Delegate Helpers (see page 342). Crowd Helper Objects. The crowd object acts as a handle for managing the entire crowd system and its assigned delegates; it is the primary source for configuring and solving crowd simulations. Allows you to scatter delegates in various positions based

on a random seed. Crowd objects provide the interface to create and assign behaviors, edit multiple delegates, link objects to delegates, access the cognitive controller editor, and more. Solving a crowd simulation generates key-framed motion for every delegate that has been assigned to the system. Use Step Solve with the spacebar to solve a frame at a time. See Crowd Helper Objects (see page 346). Behaviors. Delegate helper objects can be animated via behaviors. Delegates can avoid each other, or a delegate can seek another delegate or an object. You can fine-tune and name stock behaviors, or develop completely new ones using MAXScript. You can even animate the intensity of a particular behavior for a delegate or team over time, providing intuitive mixing control for delegates with multiple behaviors. Behaviors include: Avoid (see page 392), Orientation (see page 396), Path Follow (see page 398), Repel (see page 400), Scripted (see page 402), Seek (see page 403), Space Warp (see page 404), Speed Vary (see page 405), Surface Arrive (see page 406), Surface Follow (see page 409), Wall Repel (see page 411), Wall Seek (see page 414), and Wander (see page 416). Use the space warps that affect particles and dynamics. Use MAXScript to write other behaviors. Behavior parameters appear in a behavior rollout in the crowd object. See Crowd Behaviors (see page 112). Cognitive Controllers. Create decision trees, using the Cognitive Controller Editor to create states to work with the Behaviors. Different behaviors will be applied depending on the state. See Cognitive Controllers (see page 382).

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Vector Fields. Create Vector Field space warps to use with crowds and behaviors. Computed from arbitrary 3D objects, vector fields generate structured forces that can repel or contain. See Vector Field Space Warps (see page 417).

The use of shared Motion Flow graphs between Bipeds driven by a crowd system allows hundreds of Bipeds to potentially share the identical motion flow graph and assets -- and yet move through a scene with completely unique results. Global motion clips and master motion clips can be used to apply best fit motion clips from an existing animation sequence to non-Biped objects linked to delegates, based on the trajectory of the delegates. This is ideally suited for realistically animating such phenomena as flocks of birds and schools of fish.

How Crowd Animation WorksWhen a crowd system is solved, characters in the scene that have been attached to crowd delegates move along the delegates paths. A crowd delegate can be attached either to a Biped or to an arbitrary 3D Studio MAX object that represents a character. Crowd uses two different methods for attaching delegates to Bipeds and to arbitrary 3D Studio MAX objects and for managing their respective motions. This separation allows the Crowd system to work well for any non-terrestrial 3D Studio MAX character, but to also take full advantage of Bipeds nonlinear motion flow features and motion mapping capabilities for terrestrial bipedal characters. This latter connection brings the full power of Biped animation tools to bear on the behavioral animation of large systems of bipedal characters. For delegate-driven bipeds, the Motion Flow graph provides critical information to the crowd system about the characters library of possible moves. With this advance knowledge, the crowd system solves the delegates path and speed accordingly, while selecting and bending best fit motion clips from the Bipeds Motion Flow graph -- driving the character over terrain and through obstacles -- synchronizing its motion with the ground at all times. After solution, each Biped possesses a lightweight Motion script which may be viewed and edited for maximum control.

See alsoUsing Crowd Animation (see page 109) Crowd Animation User Interface (see page 341)

Inverse Kinematic Pivots Animated Pivot Points for hands and feet. The Biped inverse kinematic system now incorporates a fast, intuitive method for animating between user-specified pivot points on the hands and feet. Pivot points establish a center for rotation during a period of IK contact with a surface. Since they can be specified on a per-key-frame basis, complex interactions between feet, hands, and surfaces can be rapidly set up and animated, with high-integrity interpolation between keyframes with different pivot points. Select Pivot. Lets you select and keyframe pivot points in the viewport. Now you can animate the foot pivoting on the heel at one frame, and pivoting on the ball of the foot at another frame, then the toe at another. Includes a special feature, if the pivot is on the ball of the foot, to allow the toes to stay locked in world space so they dont dip

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below the floor plane. Similarly, you can select pivots for the hands and fingers. Selecting the pivot instantly sets the IK Blend information at that keyframe. If you set the pivot at the toe, you can raise the knee and the heel will raise up, leaving the toes on the ground. Quadruped animation. Unification of pivot point animation for both hands and feet opens the door to more sophisticated quadruped use of the Biped armature. Because the hands and feet now offer identical capabilities and IK interpolation, quadruped animation using Biped is more fluid and controllable -- and transferable. Even walking fingers may be animated with surprising ease, since pivot points can be transferred to the ends of different fingers on a pose-by-pose basis. Ankle tension spinner. This determines joint precedence between the ankle and the knee. With Ankle Tension set to 1, the ankles remain stiff, like walking in snowboarding boots. Set Planted, Sliding or Free Keys. New set key buttons in the IK Key Info rollout let you do in one step what used to take three. Setting a Planted Key will change IK Blend to 1, will turn on Join to Prev IK Key, and will select Object space. Setting a sliding key sets IK Blend to 1, and turns on Object space, but leaves join to Prev IK Key off. Set a Free Key and IK Blend is set to 0, and Body space is turned on. IK Key Info rollout. A new rollout for faster workflow combines the existing IK Blend and Body/Object space controls with new icons for creating planted, sliding or free keys.

Keyframe Animation Workflow Custom Key Presets. New tear-off custom key sets provide traditional animators with the most efficient means available for setting up and tuning straight-ahead character animation -- with all the power of blended inverse and forward kinematic solutions. With MacroKeys, traditional animators can configure their favorite key types, combining up to 13 different set key attributes, and store them by name, for rapid access via the new character studio tool panel. Copy and Paste Tracks. Provides simple and rapid transfer of Biped track motion between body parts, between Bipeds, and even between Biped layers. Trajectories. You can now see and edit Biped trajectories directly in the viewport. Use the Biped Display rollout to view the trajectories, edit the keys on the trajectory by turning on Sub-object and using the Transform gizmo.

Footstep Animation Improvements Footstep Placement with AutoGrid. Footsteps can be placed on an arbitrary terrain by turning on AutoGrid. Footsteps will automatically snap to the center of each face. Changing Footstep Duration. Inserting, deleting or changing the IK space or blending will now change footstep duration in footstep animations. Previously, this was only possible through Track View manipulation of the footstep track. Footsteps can also be created and deleted by changing IK blend key parameters. Better conversion between freeform and footstep animation. This new IK constraint

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system provides for two-way conversion between freeform and footstep animations that are more consistent and accurate. You can now convert back and forth between the two modes without loss of motion.

Figure Mode Improvements Most Recent .fig file. You can now define the figure file you will use before you create a biped. You can load the FIG file directly from the Biped Creation rollout, or choose to use the most recent FIG file.

Motion Capture Editing File import. Now you can load BVH and CSM file types directly. Better motion capture file conversion and editing. The new IK constraint system allows for more precise and accurate motion capture file conversion. Motion capture import with no key reduction using footstep extraction provides a precise means of dramatically editing raw motion files. Prop Bone. Import for CSM file now supports additional bones for extra elements. For swords, canes, hats and any else held in the hands. See Prop Bone (see page 198).

processor systems. Multi-threading means that users with dual-processor systems running Windows NT or Windows 2000 can approach another doubling of speed over equivalent single-processor systems. Additionally, new user-configurable Stack Update settings allow Physique to respond intelligently to animated changes in the 3D Studio MAX modifier stack. When enabled, these new settings ensure proper behavior when Physique is applied on top of animated modifiers like Morph or Mesh Smooth. When disabled, they allow Physique to focus on interactive performance, when minimal changes are occurring beneath it in the modifier stack. Deformation Tools. Physique now supports the use of non-linked bones and splines for animating and deforming non-hierarchical portions of a character. For example, facial animation, muscle-effects, and breathing bones can now be implemented by simply adding a bone or spline to Physiques list of bones for a given character. All of Physiques familiar deformation envelopes and vertex weighting tools may be used to control regional influence and deformation effects along each bone or spline. Animating the bone or the individual points along the spline yield a corresponding change in the mesh.

Skin DeformationPhysique offers dramatic improvements in performance and deformation functionality, especially for highly detailed polygon and Bezier patch characters. Performance. Every major aspect of Physiques performance has been optimized and multithreaded to provide new levels of interactivity. Load times, stack updates, and general interactivity in the viewport have been tripled, or greater, even on single

Programmatic Access Biped. This version of Biped has been exposed to MAXScript to allow comprehensive set and get functions for creation, editing, and export of all aspects of Biped character data. New areas of programmatic access include biped creation, loading and saving, setting and getting keys and all key attributes,

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footprints, Motion Capture import, and Motion Flow I/O. Crowds. The Crowd system is exposed to MAXScript, primarily for setting and getting of delegate attributes, for creation of cognitive controller and clip controller logic, and for creation of entirely new behaviors. These capabilities are detailed in a new update to the MAXScript online help system.

Installing character studioSystem RequirementsThe following minimal combination of hardware and software is required to operate character studio: Software: 3D Studio MAX R3.1 Computer: PentiumII CPU, running at 200 megahertz or better. (The software is thoroughly multi-threaded to take full advantage of multiple processor systems; dual processor system recommended). Operating system: Microsoft Windows NT 4.0 with Service Pack 3 or greater (SP4 is required for Year 2000 compliance),