All motion capture properties in Biped are global parameters and cannot be varied from Biped to Biped. Hence they are exposed as system globals residing in the mocap struct.
0 - None: Freeform - No footsteps are extracted.
2 - Fit to existing - For motion data that has both footstep motion and flying, swimming, falling, or tumbling motions.
0 - No Key Reduction - Do not reduce keys. Use this on files that are already key reduced or if you want to work with all the data in a raw motion capture file.
1 - Use Key Reduction - Reduce keys for simpler key editing.
2 - Load Buffer Only - Do not apply the data to the biped, load the data to the motion capture buffer only. Use this to either compare your edited version with the original or to paste postures from the motion capture buffer to the biped in the scene.
Set the vertical axis used in the motion capture data.
Multiply the stored talent size by this value and size the biped accordingly.
Set the sensitivity of footstep extraction. Biped determines if the footstep is there by checking that the foot does not move beyond the distance determined by the Extraction Tolerance value. Smaller numbers are more sensitive and extract more footsteps. Value is a percentage of foot length.
Create a sliding footstep when positional tolerance is reached. This value is a percentage of foot length. By default the foot must slide its own distance (100), before a sliding footstep is created.
Create a sliding footstep when rotational tolerance is reached. This value is in degrees. If this is set high (360 degrees), the foot must make a complete turn before a sliding footstep is created.
Turn on Z-axis Tolerance. The control filters out footsteps that do not fall within a given range of the ground plane. Use this when filtering motions, such as hopping or pitching a baseball, in which a foot may come off the ground and remain stationary, but its position is not intended as a footstep.
Value is a percentage of leg length
Extracted footsteps are moved to Z=0. Use this to flatten out minor differences in the height of the extracted footsteps.
Start importing at this frame. Default is frame 0, the first frame.
Stop importing at this frame. Default is the last frame of the clip.
Loop the data by the value set here.
This is relative. Succeeding loops start where the previous loop left off. The clips are not blended and may require editing unless the original clip was designed to loop.
Use this for clips designed to loop.
Tolerance: Set the maximum angular or positional deviation for a track.
Values are in degrees for rotation tracks. Values are in units of translation for position tracks.
Minimum Key Spacing: Set the minimum number of frames between keys.
Tolerance is computed first, then Minimum Key Spacing computes further key reduction.
A Minimum Key Spacing value of 10 for the head track ensures that no two keys are closer than 10 frames for this track.
Set All: Force all tracks to the values set in these fields.
Higher values here can determine how much key reduction is possible while preserving the original motion.
Filter: Clear to prevent filtering of the motion capture data into a track. If this is cleared, there will be no key reduction for the track.
Angle: Move the knee or Elbowposition to create the biped joint key.
Point:Rotate the shoulder-elbow-wrist or hip-knee-ankle to create the biped joint key.
Auto: Auto reads exact hand and foot positions from the motion capture data, character studio then places the knees and elbows in a natural position. For marker files involving running and walking, this option can clean up the data nearly instantly, regardless of how many markers were used (and where they were placed).
The biped knee hinge joints are perpendicular to the triangles formed by the hip-knee-ankle. Resolve errors in the motion capture data that break this rule by using either the angle or point method.
The biped elbow hinge joints are perpendicular to the triangles formed by the shoulder-elbow-wrist. Resolve errors in the motion capture data that break this rule by using either the angle or point method.
The biped foot hinge joints are perpendicular to the triangles formed by the hip-knee-ankle respectively. Resolve errors in the motion capture data that break this rule by using either the angle or point method.
The biped hand hinge joints are perpendicular to the triangles formed by the shoulder-elbow-wrist. Resolve errors in the motion capture data that break this rule by using either the angle or point method.
A .figfile containing changes made to the biped scale while in Talent Figure mode.
Turn on useTalentFigStrucFile to use the file whose string is defined in mocap.talentFigStrucFile.
A .cal file containing changes made to the biped while in Adjust Talent Pose mode.
Turn on useTalentPoseAdjFile to use the file whose string is defined in mocap .talentPoseAdjFile.
A Marker Name file to map incoming marker names in motion capture files (.bvhor .csm) to the character studio marker naming convention.
When set to true, use the file defined in mocap.markerNameFile.
A Marker Name file to map incoming marker names in motion capture files (.bvhor .csm) to the character studio marker naming convention.
When set to true, use the file defined in mocap.jointNameFile.
Marker and marker names are displayed around the biped. Discrepencies like the biped elbow position relative to the elbow marker can be spotted and adjusted.