Chapter 8. Body Animation

When you use the footstep animation workflow, you place and time footsteps as accurately as possible, and then you move on to animating the rest of the body. The default keys created for the upper body in footstep animation are limited to a slight swaying of the hips, spine, arms, and head. The creators of Character Studio expected that no one would leave the upper body animation like this, but would add many more movements to bring the character to life.

Because your biped already has keys, however, to continue its enhancement you’ll need a good understanding of the many tools available for working with keys. Otherwise, you might put new keys too close to existing keys, causing the biped to jerk and spasm as it moves ...

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