The topics in this section deal with the creation of footsteps for animating bipeds.
Topics in this section
Planning for Footsteps
Spend a little time planning your footstep animation with pencil and paper first. This will make the task of setting up footsteps much easier. Answering the questions below can help orient your planning.
Choosing a Gait
A gait is a method or pattern of moving on foot.
Creating Footsteps Automatically
Automatic footstep creation is the easiest way to create a walk or run cycle. You can use this method to make the biped climb or descend a flight of stairs, hop repeatedly, and do a variety of motions. Automatic footstep creation places the footsteps for you, generating perfectly timed and spaced footsteps.
Creating Footsteps Manually
Creating footsteps manually is useful for complicated footwork, such as dancing. Manual footstep creation allows you to place each new footstep carefully where you want it.
Activating Footsteps
When footsteps are created, they are inactive. To make the biped move through the footsteps, you must activate them by clicking Create Keys for Inactive Footsteps on the Footstep Operations rollout.
Deactivating Footsteps
When you change the position or timing of active footsteps, the biped's animation changes accordingly, causing the biped to step into the footsteps in their new positions with the new timing.
Understanding Footstep and Body Keys
When you activate footsteps, keys are created for biped body parts. Before you work with footstep placement and timing, it's essential that you understand the default keys generated and how they relate to footstep editing.