All Biped vertical, horizontal, turning, and body keys are represented by this class.
Controls the amount of curvature in the animation curve.
High Tension produces a linear curve. It also has a slight Ease To and Ease From effect.
Low Tension produces a very wide, rounded curve. It also has a slight negative Ease To and Ease From effect.
Controls the tangential property of the curve at the key. The default setting is the only value that produces a smooth animation curve through the key. All other values produce a discontinuity in the animation curve causing an abrupt change in the animation.
Controls where the animation curve occurs with respect to the key.
Slows the velocity of the animation curve as it approaches the key.
High Ease To causes the animation to decelerate as it approaches the key.
The default setting causes no extra deceleration.
Slows the velocity of the animation curve as it leaves the key.
High Ease From causes the animation to start slow and accelerate as it leaves the key.
The default setting causes no change of the animation curve.
Contains #vertical, #horizontal, #turning, #body, #biped, #head, or #prop based on the key type.
There are additional properties based on the type of the key:
Position of the selected biped part in z.
Controls the amount of gravity in an airborne period as in a running or jumping motion. This parameter has no effect on a walking motion where footsteps overlap.
Controls the amount of spring or tension when the biped lands or takes off from a jump or run step. The change is subtle.
A walk cycle will not activate this value. The biped has to be airborne, then the Lift and Touch vertical keys will display a Ballistic Tension value.
Position of the selected biped part in x.
Position of the selected biped part in y.
Positions the biped's weight along a line that extends from the center of mass to the biped's head. A value of 0 places the biped's weight at the center of mass. A value of 1 places the biped's weight above the center of mass. A value of 2 places the biped's weight in the head.
Determines how forward kinematics and inverse kinematics are blended to interpolate an intermediate position.
The biped limb is in biped coordinate space.
The biped limb is either in World coordinate space or the coordinate space of the selected object. Coordinate space can be blended between keys.
Adjusts the precedence of the ankle joint over the knee joint. When set to 0, the knee takes precedence. When set to 1, the ankle takes precedence.
Put the biped foot in the coordinate space of the previous key.
Index into <bodykey>.ikPivots array of active (selected) pivot.
Number of pivot points in <bodykey>.ikPivots array.
Array of positions of all the pivot points for the body part.
Determines the degree of influence of the lookat target (headObject) on the head's rotation. At a value of 0, the headObject's position has no influence on the head's rotation. At a value of 1, the head will look at the headObject.
0 - World (Positioning/rotation is in the world coordinate space)
1 - Body (Positioning/rotation is in the body coordinate space)
2 - Right Hand (Positioning/rotation is in the right hand coordinate space)
3 - Left Hand (Positioning/rotation is in the left hand coordinate space)