Exercise 8.1. Animating Arms

In this first exercise, we’ll animate the arms of the jumping biped. We’ll use the Key Mode Toggle method to place the keys. First, we’ll take a look at the existing keys for the arms, so that we know where it’s safe to add a key.

1.
Load the file Jump.max from this book’s CD. This file contains a biped doing an eight-footstep jump. The default jump is somewhat lackluster. We’ll spruce it up with some arm motion.
2.
Select both the left and right upper arms. Look at the trackbar at the bottom of the screen to see the existing keys for the arms. These keys were generated when keys were created for the footsteps.
3.
Right-click and choose Dope Sheet.
4.
Scroll down in the Dope Sheet object list to find the keys for ...

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