Footstep Operations Rollout

Once footsteps are created on the Footstep Creation rollout, use parameters on the Footstep Operations rollout to activate and deactivate footsteps, and to adjust the footstep path.

Interface

Create Keys for Inactive Footsteps

Activates all inactive footsteps. Activation creates default keys for any footsteps that do not have them. If a footstep does not have keys, it is displayed as bright green (right foot) or bright blue (left foot). After keys are created for the footsteps, the footsteps change color to pastel green and pastel blue.

Inactive footsteps on the left and activated footsteps on the right

Deactivate Footsteps

Removes the body keys assigned to the selected footsteps, making those footsteps inactive. The footsteps themselves remain in the scene.

Delete Footsteps

Deletes the selected footsteps.

Copy Footsteps

Copies the selected footsteps and biped keys to the footstep buffer. Biped will only copy a continuous sequence of footsteps (2,3,4,5...). You can't copy discontinuous footsteps (3,4,7,8...).

If any footsteps exist that have not been activated, the Copy button is grayed. Activate the footsteps first, then try again.

Tip: Turn on Buffer mode on the Biped rollout to view and edit only the buffered footsteps and biped motion.

A pasted footstep is inactive until it overlaps a like foot and turns red. Mouse up to activate the new footsteps.

Paste Footsteps

Pastes footsteps from the footstep buffer into a scene. The footsteps appear inactive in the scene. Move them so they overlap the active footsteps. When a footstep turns red, mouse up and the pasted footsteps will activate.

Warning: If any footstep in the buffer overlaps in time with a footstep previous to the one onto which you are pasting, a message appears and the paste is not performed. This can occur if the first footstep you are pasting and the original footstep you are pasting onto both have double support periods during the same duration of the footstep. The second pasted footstep and the footstep prior to the one you are pasting onto may overlap in time.

To correct the problem, you may want to move the right edge of the preceding footstep from the original scene to the left, or move the left edge of the second pasted footstep to the right while in buffer mode. Which option you choose depends on what footstep timing and support relations you want to end up with.

Tip: To create a cycle of a motion with alternating footsteps, you must copy and paste at least three footsteps. All body keys between the start of the first step and end of the last step are also copied and pasted.
Bend

Bends the path for the selected footsteps. The path is bent to the left or right as you move the spinner. Other footsteps after the selected footsteps will be moved to maintain their positions relative to the repositioned footsteps.

The Bend spinner is grayed if inactive footsteps are present.

Bend=0.5

Scale

Changes the width or length for the selected footsteps. The selected footsteps are scaled around the first footstep in the selection.

First select the width or length box (or both), then use the spinner to set the amount of scaling.

If any footsteps exist that have not been activated, the Scale spinner is grayed out. Activate the footsteps first, then try again.

Length

When Length is selected, the Scale spinner changes the stride length of the selected footsteps. Length and Width may both be active at the same time.

Length=1 and Length=2

Width

When Width is selected, Scale changes the stride width of the selected footsteps. Length and Width may both be active at the same time.

Width=1 and Width=2