BipedKey : MAXObject

All Biped vertical, horizontal, turning, and body keys are represented by this class.

Properties

<bipedkey>.time                        Time        Default: Varies

Enter a value to specify when in time the key occurs.

<bipedkey>.selected                    Boolean     Default: False

<bipedkey>.tension                     Float       Default: 25.0

Controls the amount of curvature in the animation curve.

High Tension produces a linear curve. It also has a slight Ease To and Ease From effect.

Low Tension produces a very wide, rounded, curve. It also has a slight negative Ease To and Ease From effect.

<bipedkey>.continuity                  Float       Default: 25.0

Controls the tangential property of the curve at the key. The default setting is the only value that produces a smooth animation curve through the key. All other values produce a discontinuity in the animation curve causing an abrupt change in the animation.

<bipedkey>.bias                        Float       Default: 25.0

Controls where the animation curve occurs with respect to the key.

<bipedkey>.easeTo                      Float       Default: 0.0

Slows the velocity of the animation curve as it approaches the key.

High Ease To causes the animation to decelerate as it approaches the key.

The default setting causes no extra deceleration.

<bipedkey>.easeFrom                    Float       Default: 0.0

Slows the velocity of the animation curve as it leaves the key.

High Ease From causes the animation to start slow and accelerate as it leaves the key.

The default setting causes no change of the animation curve.

<bipedkey>.type                        Name        Default: Varies     

-- Read-only

Contains #vertical, #horizontal, #turning, or #body based on the key type

There are additional properties based on the type of the key:

-- #vertical

<vertkey>.z                            Float       Default: Varies

Reposition the selected biped part in z.

<vertkey>.dynamicsBlend                Float       Default: 1.0

Control the amount of gravity in an airborne period, as in a running or jumping motion. This parameter has no effect on a walking motion where footsteps overlap.

<vertkey>.ballisticTension             Float       Default: 0.5

Control the amount of spring or tension when the biped lands or takes off from a jump or run step. The change is subtle.

A walk cycle will not activate this value. The biped has to be airborne, then the Lift and Touch vertical keys will display a Ballistic Tension value.

-- #horizontal

<horzkey>.x                            Float       Default: Varies

Reposition the selected biped part in x.

<horzkey>.y                            Float       Default: Varies

Reposition the selected biped part in y.

<horzkey>.balanceFactor                Float       Default: 1.0

Position the biped's weight anywhere along a line that extends from the center of mass to the biped's head. A value of 0 places the biped's weight at the center of mass. A value of 1 places the biped's weight above the center of mass. A value of 2 places the biped's weight in the head.

-- #body

<bodykey>.ikBlend                      Float       Default: 0.0

Determines how forward kinematics and inverse kinematics are blended to interpolate an intermediate position.

<bodykey>.ikSpace                      Integer     Default: 0

0 - Body

The biped limb is in biped coordinate space.

1 - Object

The biped limb is either in World coordinate space or the coordinate space of the selected object. Coordinate space can be blended between keys.

<bodykey>.ikAnkleTension               Float       Default: 0.0

Adjusts the precedence of the ankle joint over the knee joint. When set to 0, the knee takes precedence. When set to 1, the ankle takes precedence.

<bodykey>.ikJoinedPivot                Boolean     Default: True

Put the biped foot in the coordinate space of the previous key.

<bodykey>.ikPivotIndex                 Integer     Default: 1

Index into <bodykey>.ikPivots array of active (selected) pivot

<bodykey>.ikNumPivots                  Integer     Default: Varies û Read only          

Number of pivot points in <bodykey>.ikPivots array

<bodykey>.ikPivots                     Array       Deafult: Varies - Array of Point3 values

Array of positions of all the pivot points for the body part

Example:

k = biped.getKey $'bip01 L clavicle'.transform.controller 2

showProperties k

k.ikBlend = .5

k.ikSpace = 0

k.ikAnkleTension = .8

k.ikJoinedPivot = false

k.ikPivotIndex = 8

k.ikNumPivots = 2

k.ikPivots

-- to add a new one

k = biped.addNewKey $'bip01 L clavicle'.transform.controller 10f