Autodesk 12812-051462-9011 User Guide 3 - Page 1840
FK Retargeting Extent group
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When retargeting character animation, typically you choose the top of the incoming character's leg; for example, the thigh. ■ End Choose the end of the incoming chain. This is a drop-down list that is restricted to children of the incoming Start object. When retargeting character animation, typically you choose the end of the incoming character's leg; for example, the toe. Current Chain These controls set the incoming IK or FK chain to use in calculating the Scale Factor. ■ Start Click to display a Select dialog and choose the start of the current chain. The dialog shows all currently selected objects. When retargeting character animation, typically you choose the top of the current character's leg (using the same side as you used for the incoming chain). ■ End Choose the end of the current chain. This is a drop-down list that is restricted to children of the current Start object. When retargeting character animation, typically you choose the end of the current character's leg. If a character's legs are symmetrical, which is usually the case, you only need to calculate the retargeting scale for one leg, and then Set that value to both. If the character's legs are not symmetrical, you need to calculate values for both legs, and also use the FK Extents controls (described below). FK Retargeting Extent group When the current model uses IK, 3ds Max knows the extent to retarget because it is defined by the IK solution. But if the current model uses FK, you should specify the extent of retargeting. For example, mapping rotation animation from a long leg to a short leg with different link lengths requires that the short leg's foot be chosen to retarget so it ends up meeting the floor in the same way the long leg does. In order for 3ds Max to know how far up the chain from the foot to do the retargeting, the parent of the desired chain (for example, the thigh) must be specified. By defining the two chains to compare, 3ds Max can adjust the resulting rotations such that the feet don't slide. When a character's limbs are not symmetrical, you can also use these controls to keep rotations proportional. First, highlight the current child (for example, a foot or toe) in the Retargetable Nodes list. Turn on Enabled, and then use the drop-down list to choose the upper parent (for example, the thigh) of the limb you are retargeting. Finally, click Set. Saving and Loading Animation | 7095