Biped Hierarchy

The biped hierarchy that is used to determine the relationships between the biped parent and child body parts is different from the hierarchy presented by the max nodes parent/child relationships. The reason for this difference is to make the biped move more naturally when it is being animated. For example, the upper arm links inherit their rotation from the center of mass, instead of from the clavicle, to which they are connected. This enables you to animate the spine without counter rotating the arms.

The internal biped body parts might have different parents for both rotation and position. Here is a brief description about the hierarchy.

Rotation Hierarchy

Axis of Rotation

You can see the local axis of rotation for a bone by selecting the Local option from the Reference Coordinate System drop-down menu in the main toolbar. Typically, these are the rotation characteristics.

Position Hierarchy

Biped Degrees of Freedom

The following biped body parts lack three degrees of freedom.

Converting the Bone Transformation Hierarchy

To convert the bone transformation hierarchy of a biped by using the general SDK calls on the nodes, perform the following steps:

  1. Traverse the bone link hierarchy and extract the local transformation matrices.
  2. Convert the transformation matrices into either quaternion or Euler angles by using your own conventions.