In the following procedure, you match the last clip to the previous clip to remove the jump in the animation.
To match clips:
This procedure assumes you have just completed the previous procedure.
See Add a clip.
Go to frame 0.
In the Viewer window, switch to the Schematic view and select the Mia:RightFoot node.
The contour of the Mia:RightFoot node is highlighted in green
This node represents Mia’s right foot and is to be used as the matching object.
Switch View back to the Producer Perspective camera view.
In the Story window Character Track, select the third clip (run_boom.fbx).
In the Story window controls, click the Match options .
The Match Options dialog displays.
In the Match Options dialog, under Match Clip, ensure To Previous Clip is selected, and under Match Time, select Between Previous Clip and Selected Clip, then click OK.
The last clip vector moves to match the previous clip.
Click the Viewer window, and deselect the Mia:RightFoot(Shift-D).
Play the animation.
Mia runs, turns, then is thrown forward. The jump in the animation is gone.
In this tutorial, you sliced a clip of running animation in two and rotated one clip vector ghost to make the character turn while running. Then you added another clip with different animation and blended all three clips together in one seamless animation sequence.
In the next tutorial, (Sending 3ds Max Scenes to MotionBuilder), you export 3ds Max skeletons and a 3ds Max character into MotionBuilder, add a Control rig, characterize the skeletons and Character, and animate the character in MotionBuilder, and then export a Character and animation back to 3ds Max.