Select the Biped > Motion Panel > General rollout > Footstep Mode > Footstep Operations rollout
Once footsteps are created on the Footstep Creation rollout, use parameters on the Footstep Operations rollout to activate and deactivate footsteps, and to adjust the footstep path.
To move footsteps
On the General rollout, click Footstep Mode.
Click Select and Move on the 3DS MAX toolbar.
Select footsteps in the viewports.
Click and drag to move the footsteps.
To rotate footsteps
Click Rotate on the 3DS MAX toolbar.
Click to select a single footstep, or use CTRL+click, or use a window to select multiple footsteps.
Click and drag to rotate the footsteps.
Tip: Rotating a footstep about its local X or Y axis creates the effect that the biped is walking on uneven terrain.
To scale the stride length or width
User CTRL+click or use a region to select multiple footsteps.
On the Footstep Operations rollout, choose Length, Width, or both.
Increase Scale to a value greater than one to increase the stride length or width. Decrease it to less than one to decrease the stride length or width.
Immediately after you set the value of Scale, Biped scales the stride and then resets Scale to its default value of one. To put it another way, stride scaling is always based on the current footstep spacing; the Scale parameter is not an absolute value.
To bend the footsteps' path
Use CTRL+click or use a region to select multiple footsteps.
Increase Bend to a value greater than zero to bend the footsteps toward the left. Decrease it to less than zero to bend the footsteps to the right.
Immediately after you set the value of Bend, Biped bends the footstep path and then resets Bend to its default value of zero. To put it another way, bending footsteps is always based on the footstep's current location; the Bend parameter is not an absolute value.
To delete footsteps
Click to select a single footstep. Use CTRL+click or use a window to select multiple footsteps.
Click DEL or click Delete Footsteps on the Footstep Operations rollout.
Biped deletes the selected footsteps and the movement keys they generated.
Note: If inactive footsteps are present, you are allowed to delete only inactive footsteps, but are not allowed to delete all the inactive footsteps.
To activate footsteps
Click Create Keys for Inactive Footsteps on the Footstep Operations rollout.
Biped generates the motion keys.
To deactivate footsteps
Select the footsteps to deactivate.
The footsteps you select must be in sequence. Biped doesn't allow you to deactivate a non-sequential set of footsteps.
Click Deactivate Footsteps.
The footsteps are deactivated. Viewports and Track View will display footsteps in saturated colors again.
Note: Deactivating footsteps does not delete the keys generated when you activated the footsteps. The biped still moves as it did before, and will continue this movement until you click Create Keys again. However, editing inactive footsteps doesn't affect the keys, and activating the footsteps again generates new default keys that replace the previous keys.
To splice biped motion
On the General rollout, click Footstep Mode to activate that mode.
Select the footstep sequence you want to copy.
Selecting the footsteps by dragging a region is the easiest way to ensure you've selected all of a footstep sequence.
Click Copy Footsteps on the Footstep Operations rollout.
Biped copies the footsteps and all associated biped motion keys to the footstep buffer. The Buffer Mode button on the General rollout is now enabled.
Click Paste Footsteps on the Footstep Operations rollout.
The footsteps reappear in the viewports, alongside (or near) the activated footsteps. The footsteps pasted from the buffer appear in their saturated colors.
Use the Move transform to position the first pasted footstep at the point where you want to splice. When you move the first pasted footstep over an activated footstep of the same side—right or left—the activated footstep turns red to indicate splicing is possible.
This step is usually easiest to do in a Top viewport.
Note: If you deselect the pasted footsteps by clicking elsewhere in a viewport, no paste occurs and the pasting process ends. Steps 6 and 7 will not occur. If you accidentally deselect the pasted footsteps, you can paste again by starting over from step 4.
Release the mouse button when you see that a splice is possible.
Biped splices the footstep buffer over the active footsteps. The first footstep in the buffer replaces the footstep that turned red and the rest of the buffer footsteps follow.
The footstep that turned red and the remaining original footsteps now appear in the viewports. They will be near the activated footsteps, in their saturated colors. They can now be pasted onto the end of the pasted motion, to perform an insert. Or they can also be pasted anywhere in the footstep sequence. You can now follow steps 5 and 6 again, as if these footsteps were in the buffer. (If you pasted onto the last footstep, this step through the end does not occur.)
If you don't want to append the leftover footsteps, simply click anywhere in the viewport to dismiss them.
Warning: If any footstep in the buffer overlaps in time with a footstep previous to the one onto that you are pasting, a message appears and the paste will not be performed.
Tip: To create a cycle of a motion with alternating footsteps, you must copy and paste at least three footsteps.
To edit the footstep buffer before you insert its contents by splicing
On the General rollout, click Buffer Mode.
This button is active only when there are footsteps in the buffer, after you've clicked Copy Selected Footsteps.
The viewports now display the footsteps in the Footstep buffer, instead of the footsteps in the currently activated footstep sequence.
Edit footsteps or motion keys as you normally would. However, you can't splice (copy and paste) footsteps while in Buffer mode.
Biped updates the Footstep buffer to reflect your edits.
If you load a biped (.bip) file by clicking Load File in the General rollout while Buffer mode is active, Biped replaces the footsteps and other motion in the Footstep buffer with the motion in the biped file.
Click to turn off Buffer Mode.
Now you can splice the edited buffer as you would a buffer you copied. See the previous steps in this topic.
Create Keys for Inactive Footsteps: Activates all inactive footsteps. Activation creates default keys for any footsteps that do not have them. If a footstep does not have keys, it is displayed as bright green (right foot) or bright blue (left foot). After keys are created for the footsteps, the footsteps change color to pastel green and pastel blue.
Inactive footsteps on the left and activated footsteps on the right
Deactivate Footsteps: Removes the body keys assigned to the selected footsteps, making those footsteps inactive. The footsteps themselves remain in the scene.
Delete Footsteps: Deletes the selected footsteps.
Copy Footsteps: Copies the selected footsteps and biped keys to the footstep buffer. Biped will only copy a continuous sequence of footsteps (2,3,4,5...). You can't copy discontinuous footsteps (3,4,7,8...).
If any footsteps exist that have not been activated, the Copy button is grayed. Activate the footsteps first, then try again.
Tip: Turn on Buffer mode on the General rollout to view and edit only the buffered footsteps and biped motion.
A pasted footstep is inactive until it overlaps a like foot and turns red. Mouse up to activate the new footsteps.
Paste Footsteps: Pastes footsteps from the footstep buffer into a scene. The footsteps appear inactive in the scene. Move them so they overlap the active footsteps. When a footstep turns red, mouse up and the pasted footsteps will activate.
Warning: If any footstep in the buffer overlaps in time with a footstep previous to the one onto which you are pasting, a message appears and the paste is not performed. This can occur if the first footstep you are pasting and the original footstep you are pasting onto both have double support periods during the same duration of the footstep. The second pasted footstep and the footstep prior to the one you are pasting onto may overlap in time.
To correct the problem, you may want to move the right edge of the preceding footstep from the original scene to the left, or move the left edge of the second pasted footstep to the right while in buffer mode. Which option you choose depends on what footstep timing and support relations you want to end up with.
Tip: To create a cycle of a motion with alternating footsteps, you must copy and paste at least three footsteps. All body keys between the start of the first step and end of the last step are also copied and pasted.
Bend: Bends the path for the selected footsteps. The path is bent to the left or right as you move the spinner. Other footsteps after the selected footsteps will be moved to maintain their positions relative to the repositioned footsteps.
The Bend spinner is grayed if inactive footsteps are present.
Scale: Changes the width or length for the selected footsteps. The selected footsteps are scaled around the first footstep in the selection.
First select the width or length box (or both), then use the spinner to set the amount of scaling.
If any footsteps exist that have not been activated, the Scale spinner is grayed out. Activate the footsteps first, then try again.
Length: When Length is selected, the Scale spinner changes the stride length of the selected footsteps. Length and Width may both be active at the same time.
Length=1 and Length=2
Width: When Width is selected, Scale changes the stride width of the selected footsteps. Length and Width may both be active at the same time.
Width=1 and Width=2