character studio lets you add 3ds Max controllers to the biped object tracks. This allows you to mix the biped animation with standard 3ds Max animation techniques.
Adding controllers to biped body parts lets you create animation that is difficult to do with character studio alone. For example, you can create “stretchy” cartoon arm or leg animation by adding a Scale controller to animate the bipeds arms and legs. You could make a character shaking by using a Noise controller for its limb rotations or for a Scale controller on the spine objects to make a character breathing. An Audio controller could be used to synchronize movement with sound.
Different controllers can be added together, blended or sequenced in a list called a Biped SubAnim. These are the same as the weighted list controllers in 3ds Max. By animating the controller weights you can increase or decrease the effects of the different controllers. You can enable, disable or collapse the list controller animation tracks. If you collapse the track, you can then bring them into the Motion Mixer, Motion Flow, or Layer editor or export them to a game engine.
Biped SubAnims can be applied several different ways. You can assign controllers to the Biped SubAnim in the Assign Controller rollout of the Motion panel.
Controllers can also be added in the Animation Workbench using the Controller button to display the controller list. Right-click and choose Assign Controller from the right-click menu. You can assign controllers to multiple objects by using the SubAnims filter.
To add a controller to a biped object:
The Biped SubAnim entry is displayed in the list window.
List controller entries are displayed for BipScale, BipRotation, and BipPosition.
(Assign Controller) becomes active.
3ds Max opens an Assign Controller dialog.
You can animate the parameters for the controllers using Track View or by right-clicking the list entry in the controller window and then choosing Properties.
Controllers can also be assigned in the Animation Workbench by displaying the Controllers list, choosing an Available entry, right-clicking and choosing Assign Controller.
To collapse a controller:
You can collapse a controller to use the animation in the Motion Mixer, or with Layers, or to export to a games engine.
A dialog appears with the Collapse choices.
If a different dialog appears, you don't have the correct selection in the list window. Be sure you've selected the Biped SubAnim entry and not something else.
The controller tracks are “baked” into the Biped tracks. The new keys will appear in the track bar, or in the Workbench Curve View if the Workbench is open.
To add controllers to multiple biped parts at the same time:
The selection list in the Select panel has the biped parts highlighted.
The controller list appears to the right of the select tab.
To animate the weights of an added controller:
You can animate the weights of an added controller to determine when the effect takes place. A weight of 0 will yield no effect, a weight of 100 will provide the full effect.
Three new rollouts appear in the Motion panel: Position List, Scale List and Rotation List.
The Weight field becomes available