The Track Selection rollout give you specialized tools for manipulating the biped center of mass (COM).
The center of mass object is the root of the biped hierarchy, and controls the entire biped structure. Changing its position and orientation affects the biped as a whole, which is an important part of posing and animating the biped. Also available on this rollout are tools for selecting symmetrical and opposite biped body parts.
You can select the COM in various ways:
Once the biped's center of mass is selected, you can move or rotate it using the Transform gizmo. Controlling the COM using the Track Selection rollout tools is sometimes quicker because selecting the center of mass in your viewports can be difficult if your biped resides inside a bigger rigged model. As long as you select your biped by any limb, activating a COM tool on the Track Selection rollout automatically selects the center of mass with the proper Transform gizmo:
When you key the COM's position or orientation using Set Key or Auto Key, the animation data is stored within the respective biped transform tracks.
The biped Transform tracks contain the COM keyed data.
To Edit the COM's position and orientation:
The Move Transform gizmo appears at the COM's location, highlighting the X and Y axes because they are referring to the biped Horizontal Transform track.
The Transform gizmo centered on the biped's COM.
This turns off Body Horizontal and turns on Body Vertical.
3ds Max replaces the Move Transform gizmo with the Rotate Transform gizmo. You can now change the biped's orientation.
To lock all Biped COM tracks:
This procedure follows the concept from the previous procedure, and centers on selecting multiple COM tracks at the same time, as well as locking them.
Lock COM Keying allows you to activate all center of mass tracks at the same time.
The COM track controls become inactive. Note that Lock COM Keying is storing the selected controls.
Lock COM Keying restores the selected controls.
To rotate the biped about a pivot that is not the COM:
This is an example that shows the biped falling over by rotating about its feet.
For this example, click a pivot point near the feet.
Body Horizontal and Body Vertical refer to the center of mass's translation axes while Body Rotation focuses on its rotation axes. Once you turn them on, you can move or rotate the COM with transform tools or by entering values in the Coordinate Display area.
When you activate Body Horizontal or Body Vertical, you have access to advanced Biped Dynamics parameters, such as Balance Factor and Ballistic Tension, which you can control from the Key Info rollout and Dynamics & Adaptation rollout.
Animation keys for COM tracks are color coded as follows:
A key's color reflects its keyed COM tracks.
Selects the center of mass to edit horizontal biped motion.
The Body Horizontal track has a Balance Factor parameter that automatically orients the biped to maintain balance. This saves the animator from having to reposition the pelvis when the biped leans forward, backwards, or sideways.
Selects the center of mass to edit vertical biped motion.
The Body Vertical track uses the Dynamics Blend parameter to control gravity in a footstep animation. A Dynamics Blend value of 1.0 uses the value of GravAccel (global gravity value) to calculate an airborne trajectory for the biped. No keyframes are required to position the biped in the air, a trajectory is calculated automatically. A value of 0.0 uses Spline Dynamics for the vertical position of the biped; you must create keyframes to position the biped vertically.
The Body Vertical track also has a Ballistic Tension parameter that controls how much the biped knees bend when the biped lands from an airborne period. This means that keys do not need to be created at the lowest position of the biped after landing; a trajectory is calculated automatically.
Selects the center of mass to edit biped rotational motion.
You can rotate the biped about a pivot point that is different from the COM. For instructions on how to do so, see the “Procedures” section above.
When on, allows you to select multiple COM tracks at the same time. Once locked, the tracks are stored in memory, and are remembered every time the COM is selected.
Selects the matching object on the other side of the biped. For example, if the right arm is selected, clicking Symmetrical Tracks selects the left arm too. You can then make changes to both sides of the body at once. Symmetrical works for single and multiple biped parts.
Selects the matching object on the other side of the biped, and deselects the current object. For example, if the right arm is selected, clicking Opposite Tracks selects the left arm and deselects the right arm. You can use Opposite Tracks for single or multiple objects.