Anyone know how I can switch on trajectory lines for a biped in cycle mode (In Place Y mode)? I've searched everywhere man and I can't find out how to get around the fact the object properties > trajectories is greyed out. Note: the trajectory button on the display tab doesn't work in the same way.
After watching a cgchannel video on the male walk cycle I found this problem which has got me proper stumped. The teacher mentions using Object Properties>Trajectories on the foot of the Biped but this doesn’t work in max2k9 as trajectories in the general tab is greyed out when using bipeds. I googled it and apparently they took out this functionality after max6 (which the mentor is using).
They mention the issue here
http://area.autodesk.com/index.php/forums/viewthread/3808/
Replies
It's in the biped menu under, Modes and Display > Display > 2nd to the last icon, looks like a squiggly line.
What he is talking about in that post was turning on trajectories for the dummy helpers that act as terminators at the end of the links. The biped trajectories toggle works fine on normal biped pieces, I'm not really sure why someone would want to display trajectories of the helpers...
Thanks for your reply, but I mentioned already that one doesnt work properly when the cycle "in place" button is in use. In the tut video (not online unfortunately) he shows the difference but that was in max 6
How is it broken and what is it you want it to do differently?
When I turn it on and put a biped in in-place mode, it behaves like it always has.
In place mode is a way to treat a character like they are moving forward but without them actually moving. Think of in place mode as a way to move the world around the character while its on. It was meant more as a temporary state you use to work on the character. So lets say you have a character running all over your scene like a wild kindergartner, you want to work on the contact points but don't want to move the viewport all over the place chasing the character down. So you put it in in-place mode work on the contacts, and then take it out of in place mode to get it moving again.
In-place mode does get used for games quite a bit but it does give you linear tragectories and not circular, making somethings difficult.
To get circular trajectories like you want I suggest you zero out the X position, killing its forward movement.
You do this by clicking on the COM, opening workbench and changing the top drop down menu from Rot Curve to Pos Curve. Set the filter to show X only. Then select all of the blue (x axis) points and delete them. This will still give you a nice up and down motion but now it won't actually move forward and back.
You can also save out a few frames of the biped in the position you want, and save out the newly freed walk cycle before delete the X position keys, then load both clips into motion mixer on their own track group, and filter out everything but the COM forward/back on the position track, and reverse that on the walk cycle. Compute the mix and copy it to biped.