Most of these procedures appear elsewhere in this Online Reference, embedded in their associated topics. Here they are ordered in a logical progression.

Using Biped and Physique

Creating or deleting a biped

Naming the biped and creating a named selection

Loading a biped motion file and seeing the biped in motion

Fitting the biped to a mesh, then attaching the mesh to the biped using Physique or linking (to see your own character in motion)

Adjusting skin behavior with Physique parameters (once the mesh is attached to the biped with Physique)

Animating the biped in freeform: set all the biped center of mass and limb keys

Animating the biped using the footstep approach: get a head start by generating a walk, run or jump

Editing footsteps in space and time

Splicing footsteps

Separating tracks and editing biped keyframes (keys)

Key editing in Track View

Optimizing raw motion capture data before using Motion Flow Mode to cut motions together

Motion Flow mode


Finishing your character by bulging the mesh at appropriate biped limb angles in the Bulge Editor and at the Bulge sub-object level

Using Physique Links and Tendons sub-objects

Saving and reusing Physique information

Using Figure mode


Using the Crowd System

Using a delegate helper object

Using the crowd helper object

Using behaviors

Using cognitive controllers

Using vector fields

Using clip controllers

See also