IN THIS CHAPTER
Using the Animation Layers toolbar
Setting layer weights
Saving animation files for reuse
Loading XML animation files
Mapping objects between the loaded animation and the current scene
Adjusting the scale of an object using retargeting
Learning the Motion Mixer interface
Editing animation clips and creating transitions
Just as layers can be used to organize a scene by placing unique objects on different layers, you also can separate the various animation motions into different layers. This gives you great control over how motions are organized.
The animation layers feature isn't new to Max, but it was previously available only for Biped animations. All animation sequences can now take advantage of layers.
If you've worked to animate a biped or some other Max object and are pleased with the result, you can save the animation clip and reuse it. Several animation clips can be mixed together to create an entirely new animation sequence.
The Motion Mixer lets you add several different animations to the interface comprising both biped and non-biped objects. The animations then can be blended and transitioned between the loaded animation clips. You also can modify clips as needed.
Now that you've learned how to animate characters using a variety of techniques from Biped's Footstep and Freeform modes to custom bone systems with IK solutions, it's time for you to explore Max's set of features that enable you to reuse ...