Controls on the Layers rollout allow you to add layers of animation above the original biped animation. This is a powerful way to apply global changes to character animation.
For example, if you add a layer to a run cycle and rotate the spine forward at any frame, the animation becomes a crouching run. The original biped motion is kept intact and can be viewed by switching back to the original layer. You can view layers individually or as a composite of animation in all layers. Layers behave like freeform animation; the biped can adopt any position.
With layers, you can easily adjust raw motion-capture data that contains keys at every frame. Simply add a layer and keyframe the biped. The original layer is displayed as red bones.
You can maintain a biped's IK constraints across layers by retargeting its hands and feet to the original layer. This assures that the biped's constrained body parts are honored and locked in place while you make animation changes on the upper layers.
You can also choose to retarget a biped using another one as reference. This is useful when you need to precisely match hands and feet positioning between two animated bipeds with different body proportions.
You can save an animation containing honored constraints across layers in a BIP file. However, if the layered animation links to another biped as reference, that link is not saved with the animation.
Example: To maintain IK constraints across layers:
This procedure takes into account the fundamentals of animating across layers and expands on the concept of honoring IK constraints.
The (Retarget Left Arm) button in the Retargeting group becomes active, which indicates that the current layer honors the IK constraint of the base layer for this body part.
This selects the biped's center of mass.
The entire biped is lowered except its left hand, which remains locked to the object because the current layer retargets it to match the respective IK constraint of the base layer.
Only the biped's left hand constraint is honored.
The biped's IK feet are adjusted to match those of the base layer. The animation keys are updated to reflect the current layer's retargeted feet.
Both the biped's feet and left hand constraints are honored.
Example: To maintain IK constraints from a reference biped:
This procedure centers on using an animated biped as a retarget reference for another biped with disproportionate body parts. This method is often used when a motion is imported from raw data and adapted to bipeds with different proportions.
The animated biped on the left and Disproportionate Biped on the right
Now you can change the biped's structure.
Disproportionate Biped adopts the animation from the reference biped, whose name is now displayed next to the (Select Reference Biped) button.
Both hands precisely match those from the reference biped. The animation keys are updated to reflect the current layer's retargeted hands.
Both hands are retargeted to honor the base layer IK constraints.
The feet are correctly retargeted to the reference biped, updating the respective animation keys.
The feet are retargeted to honor the base layer IK constraints.
You can load and save individual biped layers as BIP files.
3ds Max objects and list controllers are loaded only at the base layer (0). When you load into a higher layer, separate tracks are removed, and IK is removed for any limb.
If Retarget is on for a limb, the limb keys are removed. After you load a layer, retargetting does not happen automatically: you must click Update after you load the layer.
3ds Max objects are saved only at the base layer (0).
Position the biped to create keys in a layer.
All layer numbers above the one deleted are decremented by one.
For instance, if layer 3 is the current layer and layer 2 is inactive, collapsing layer 3 moves its animation data into layer 1 and then deletes layer 3.
Use this in higher layers to return the selected biped part to the original motion. For example, if a layer has a posture key that bends the character forward at frame 2 and you want to return the biped to its original posture motion at frame 50, use Snap Set Key at frame 50 with a spine object selected. The character will interpolate from its forward posture position to its original posture position between frames 2 and 50.
Playing the animation shows a composite of all the layers.
The tools in this group let you animate a biped across layers while maintaining the IK constraints of the base layer. You can also choose to use a different biped in your scene to use as reference for your biped's retargeted hands and feet.