Version 3.5
Biped Helper is a support interface designed to be used in conjunction with the main Biped panel.
It is intended to provide both quick access to existing Biped panel tools, as well as functionality that is not supported by the Biped panel.
Additionally, there's a separate Picker UI available to use alongside the main UI.
The main UI includes the following:
Limited parts selection with IK limb pivot settings
A dedicated Picker UI that uses most of the same functionality as the main UI
Display options
References: Ghosting, Pose buffering, Geometry snapshots, Placed trajectory helpers
Time range settings (for all range-based operations)
Keying operations
TCB settings
Apply transform and foot-step cleanup
Limb space settings (Body/Object)
Load and save animation clips
Layers management and IK constraints retargeting
Pose or Posture copy/paste
Limb mirroring
Finger and spine alignment
Biped or prop alignment and baking tools
The Biped Helper Picker UI provides comprehensive selection for a standard humanoid structured Biped, but also includes tail root, poly-tail roots and props. Additionally, there's hierarchy selection buttons based on an existing selection.
The selectors can be used with non-standard Biped's if it's able to find equivalent parts. If those parts don't exist in the rig the buttons will do nothing.
The interface can be opened in a variety of ways, including...
Directly via a toolbar placed icon from the LBTools category in the customize menu.
By holding SHIFT and clicking on the Biped Helper toolbar icon. Likewise, the main UI can be opened by SHIFT clicking on the Picker toolbar icon.
By assigning a shortcut to the picker macro in the Hotkey menu.
By clicking the Picker button on the Biped Helper UI. Likewise, the picker UI has a BH button to open the Biped Helper UI. Both have a X button to reset the other's interface position in case it gets lost.
The picker contains a suite of tools below the selector buttons, which is revealed by clicking on the long bar to expand the interface. It can then be collapsed to save space if you only need the selector buttons.
All of these tools share the same functionality as the equivalent ones in the BIped Helper UI, with the exception of the limb IK buttons (planted, sliding or free), which are based on one or more limb selections. Additionally, if both interfaces are open and if any toggles, button states, or spinner settings are altered, then those changes will be reflected in the other interface so they stay in sync.
The drop-down list is used to pick a Biped that exists in the scene and will automatically find all Bipeds when the interface opens. All operations in the panel will then operate only on that Biped. Furthermore, the interface will not open if there are no Bipeds in the scene and will display an error message.
The R button can be used to refresh the list if the scene has changed while the interface is still open. The entire interface will only operate on the Biped picked from the drop-down list.
When picking a Biped from the list, hold SHIFT to automatically select the root bone, or hold CONTROL to select all Biped parts.
Picker - Opens the separate Picker UI. Use the X button to reset the picker UI position.
ALL - Select all the Biped parts.
Head - Select the Biped head.
Spine - Select the first spine link.
Bend - Activates the Biped bend links mode for spine, fingers, tail, and ponytails
COM - Select the Biped root bone; usually called Bip01 or Bip001 by default.
Left Fingers or Right Fingers - Select all the finger controls on either hand.
Left Hand or Left Foot - Select the left palm or left foot respectively.
Right Hand or Right Foot - Select the right palm or right foot respectively.
P - Open the IK pivots selection dialog for hands or feet (see below).
Both Hands & Feet - Select the left & right palms, and the left & right feet.
Prop 1, 2 or 3 - These will select the relevant prop bone if available.
+< - Grows the selection up the hierarchy of the Biped.
< - Selects the parents for each part of the Biped current selection.
Children - Selects all children of the current Biped selection.
> - Selects the next child for each part of the current Biped selection.
>+ - Grows the selection down the hierarchy of the Biped.
Add to the selection by holding SHIFT or CONTROL, or ALT to remove from the selection.
Clicking the P buttons next to each hand or foot button will open a respective IK pivots dialog for that limb.
Pivot selection is available when an IK key is set for a limb (hand or foot) at the current slider time. An IK key is one that is in Object space (i.e. either Planted or Sliding - not a Free key which is in Body space). If there are no keys at all, or no IK key at the current slider time then an error message will display.
Note that a pivots dialog will not update when events outside the dialog cause a mismatch with how the pivots are indicated in the dialog - e.g. adding a new key, deleting a key, changing slider time etc. For best practice you should do any external key or slider time updates first then refresh the pivots dialog to see the correct pivot state.
Hide Biped - Completely hides all Biped parts, including twist bones, end nubs and footsteps node.
Unhide Biped - The Biped parts are unhidden, but excludes unhiding the twist bones, end nubs and footsteps node.
Box Mode - This will make all Biped parts (for the chosen Biped) display in box mode. By holding SHIFT you can revert the parts back to the non-box rendering.
Trajectories - Turns on the Biped trajectories option in the "Modes and Display" section of the main Biped panel. A Biped part must be selected to see the purple trajectory in the viewport. Note that this mode displays the Biped specific trajectories and not regular trajectories found in the Motion panel used for non-Biped objects. See the Reference section for placing Trajectory Helpers.
Some operations in Biped Helper will make use of an animation range when adding, baking or removing keys. This section will allow you to control that by manually setting a range and even adjusting the step size to skip over frames.
Active Range - Uses the currently active time range. This can be adjusted using the normal 3ds Max time range adjustment settings or hotkeys.
Set Range - Manually specify a range to use without changing the exiting active time range in the main UI. Note that if the set range end time is greater than the active range end time, it won't proceed above that (i.e. use it to set a smaller range than the currently active time range).
S - Animation range start time. Use the bar button below the spinner to quickly set the start value using the current slider time.
E - Animation range end time. Use the bar button below the spinner to quickly set the end value using the current slider time.
BY - Set a step size to add or remove a key every Nth frame.
 Key All Parts - Add new keys to all Biped parts at the current slider time. Alternatively, by holding either SHIFT or CONTROL you can add keys to all Biped parts across the time range. For this secondary mode, selection of Biped parts is not required.
Key Selected Parts - Add new keys to any selected Biped parts at the current slider time. Alternatively, by holding either SHIFT or CONTROL you can add keys to selected Biped parts across the time range. You must select one or more Biped parts first.
Note: Adding keys using these options is not the same as using the Set Key button on the Biped panel. Adding keys will not record a new pose you make, instead it just records the existing values to the frames. To record a different pose, either: turn on Animate, or create a pose then use the Set Key button on the Biped panel as usual.
Delete All Keys - Clear all keys on all Biped parts. Selection of Biped parts is not required. Note that this is permanent, and it will prompt you for a confirmation.
Delete Frame - Remove keys from any selected Biped parts at the current slider time (this is the default option). Alternatively, by holding either SHIFT or CONTROL you can remove all keys on all Biped parts at the current slider time. For this secondary mode, selection of Biped parts is not required.
Delete Range - Remove keys from any selected Biped parts across the time range (this is the default option). Alternatively, by holding either SHIFT or CONTROL you can remove all keys on all Biped parts across the time range. For this secondary mode, selection of Biped parts is not required.
Delete Between - Remove in-between keys on selected Biped parts across the time range based on the spinner value "keys-to-keep" step size (i.e. keep every Nth key). This is useful when dealing with dense key data such as mocap or after baking operations. Note that this method will ignore the Time Range BY step size. Alternatively, use SHIFT or CONTROL to remove keys on all Biped parts instead. For this secondary mode, selection of Biped parts is not required.
Apply Increment - This option brings the existing Biped function from the main interface to here without showing the interface. Simply select the keys you want to adjust, make the transform change then apply across selected keys.
These settings will adjust the relevant TCB key values (based on the selected option) for any selected Biped parts and for any keys found at the current slider time. There are quick options that range from 0 (linear) to 25 (smooth) with multiples of 5 in between.Â
Alternatively, use the spinner value with Apply button to set values up to 50.
Additionally, the COM node (if selected) has separate toggles to affect which tracks will be changed for horizontal, vertical or rotation.
Hold SHIFT or CONTROL to apply the operation to all keys over the time range.
This tool provides a fairly generic way to simply copy the transform of a selected object, not necessarily a Biped part, to a buffer. This transform can then be re-applied to other objects, by pasting or baking across the chosen time range. This can be useful for locking down hands, feet or props while cleaning up motion capture.
Copy TM - Will copy the transform of a single selected object. Does not need to be a Biped part.
Paste TM - This will take the stored transform and paste it onto any selected object using any of the selected position or rotation checkboxes.
Bake TM - This will take the stored transform and bake it across the chosen time range onto any selected object using any of the selected position or rotation checkboxes.
The foot cleanup section is designed specifically to help with foot adjustment when dealing with motion capture data. It provides a quick way to re-orient a foot, by baking keys (or using existing keys only) across the chosen time range for adjusting orientation, or by snapping the selected Biped foot base to the ground plane (i.e. 0 in the Z-axis).
The adjustment can be applied to the current Frame, or using Bake to apply across the chosen time range. You can also apply to All Keys, or Selected Keys as an alternative to baking.
The Orient Foot button can be applied to a selected foot bone with a chosen option for Pitch, Roll or Yaw independently.
The foot base can also be moved flat to the floor using the Snap Foot To Floor button. If the foot is above the ground plane, then the option "Only snap if below the floor" can be unchecked to force the foot to the floor, otherwise it only applies if the foot dips below the floor.
Pitch - Foot Orient - adjusts the orientation of the selected foot in the local Z-axis, by realigning it so the foot is flat on the floor (even if not touching the floor).
Roll - Foot Orient - adjusts the orientation of the selected foot in the local Y-axis, by realigning it so the foot is flat on the floor (even if not touching the floor).
Yaw - Foot Orient - adjusts the orientation of the selected foot in the local X-axis, so the foot is aligned relative to the calf bone based on the first frame of the chosen time range. Note that the Frame option will have no effect on this alignment.
Snap Foot To Floor - moves the base of the Biped foot mesh to the ground plane (0 in the Z-axis). If below the ground plane it will always be applied. If the checkbox "Only snap if below the floor" is off then the foot will snap down if above the floor as well.
These options can be used to add or modify sliding keys (Object space), or free keys (Body space) for limbs, either individually or together. The limbs do not need to be selected for these to work.
Hold SHIFT to set planted keys instead for Object spaces.
Limb Object and Limb Body - Activate either the Body or Object space settings on selected limbs for all keys found. Has the same effect as Set Free Key or Set Sliding Key in the main Biped panel.
Store Spaces - Temporarily stores (in a buffer - not saved to a file) the Body/Object space settings, then sets all keys on all limbs to Body space.
Load Spaces - Restores the Body/Object space settings that were previously stored in memory from all limbs using the Store Spaces button.
Using this section the whole Biped or its parts can be quickly copied and pasted, or limbs can be mirrored without needing to use the copy/paste collections interface in the main UI. Along with additional options to re-align the fingers or spine links.
Copy Pose - Save the current slider time full rig pose for later application using the Paste Pose button. Each copy will overwrite the same file, so only one pose is stored.
Paste Pose - Retrieve the previously copied pose and paste it onto the Biped at the current slider time.
Copy Posture - Store the biped parts selection as a posture file for later application using the Paste Posture button. Each copy will overwrite the same file, so only one posture is stored.
Paste Posture - Retrieve the stored posture file and apply the posture to the biped. There is no need to select any parts as the script knows what parts to use. Additionally, by holding either SHIFT or CONTROL you can apply the paste operation across the full time-range for each frame (i.e. baked).
S - Attempts to select the Biped parts that were used to copy the posture.
These options apply to both Paste Pose and Paste Posture.
Paste with opposite limbs - Paste the stored pose or posture to the opposite limb from the copy. For a whole body pose, each limb will be applied as the opposite.
H, V, R buttons - Paste the stored posture to optionally include horizontal, vertical and rotation data for the Biped Root (COM).
Velocity - Paste the stored posture to account for velocity changes in the COM's previous trajectory. If there is no previous trajectory from which to gather the velocity data, the COM result is considered as absolute.
Auto-Key TCB / IK Values mode - Determines the TCB values for the pasted posture.
From the 3ds Max Documentation...
Default - Sets (on the Key Info rollout) the TCB Ease To and Ease From to 0, and Tension, Continuity and Bias to 25. These settings are unrelated to what was copied or where it is pasted. Any IK key values already set are maintained. Otherwise, values will be obtained from the position in time between the previous and next keys.
Copied - Sets the TCB/IK values to match those from the copied data. If a copied pose or posture is not on a key, the TCB/IK values are based on interpolation from the previous and next keys.
Interpolated - Sets the TCB values to an interpolation from the animation on which you are pasting. If an existing key is being pasted, its TCB values are maintained. Along the same lines, existing IK values are also maintained when pasted. If no key is present, the IK values are set from the position in time between the previous and next keys.
Mirror L-Arm - Mirror the posture from the left arm (and fingers) to the right arm.
Mirror R-Arm - Mirror the posture from the right arm (and fingers) to the left arm.
Mirror L-Leg - Mirror the posture from the left leg (and toes) to the right leg.
Mirror R-Leg - Mirror the posture from the right leg (and toes) to the left leg.
Straighten - Causes all finger controls on any selected fingers to align straight. By default, only the last two finger controls in each selected finger will be aligned. However, by holding SHIFT or CONTROL all finger controls can be straighten out.
Select Fingers - Selects all finger controls on both hands.
Straighten - Causes all spine links to return to their default aligned pose.
Untwist - Removes twisting on all spine links, but doesn't straighten them.
This section brings the built-in 3dsmax ghost feature and options to the Biped Helper for convenience. Simply toggle the Ghost button to display the ghosting visualization based on selected Biped parts.
See the relevant 3dsmax help documentation for ghosting options.
The pose buffer tool exists to provide a way to visualize a snapshot reference of the current pose while making adjustments. This is similar to how buffer curves work in Maya's graph editor for curve editing, but here we use it for viewport posing instead.
Snapshot Pose Buffer - Add a new pose buffer mesh based on the current slider time. This will snapshot the Biped rig, apply a transparent material, freeze the mesh and added it to both a selection set and scene layer. If the pose buffer mesh already exists, it will be replaced with a new one for the current pose.
Swap Pose Buffer - If a pose buffer exists, this option becomes available. It allows the current pose to swap with the pose buffer to provide a way to inspect which one you prefer to keep. The Key option if active will ensure the swap sets a key on all Biped parts at the current time.
Visible - If a pose buffer exists this will toggle its visibility.
Delete - Removes the pose buffer mesh if it exists. Also removes the corresponding scene layer and selection set.
Opacity - Adjusts the transparency on the pose buffer mesh's material to increase or decrease the visibility in the viewport. Use the < button to reset to default opacity.
This section is for adding mesh-based pose references to the scene as a visual guide to help with future posing and alignment. Basically, it snapshots the skinned meshes and puts them into a special scene layer. Your skinned meshes should be added to their own named scene layer, then you simply add the name of this layer to the edit box for the buttons to work.
Name Field - Name to enter as the scene layer where the skinned meshes reside.
Snapshot Frame Geometry - Create a snapshot of the skinned meshes found in the named scene layer.
Visibility - Toggle the display of the scene layer the snapshots are stored in.
Delete - Remove the snapshots scene layer and its contents.
Opacity - Adjusts the transparency on the snapshot mesh's material to increase or decrease the visibility in the viewport. Use the < button to reset to default opacity.
This section allows you to add placed point helpers to the surface of picked Biped parts.
The placed point helper will be linked to the Biped part and frozen. It will have its trajectory (Motion Path) turned on so that you can trace the path of a Biped part indirectly.
This can sometimes be more useful than using regular Biped trajectories when tracking extremities like a prop bone, tip of the head, fingers or toes, as you can get a more accurate reference.
Add Trajectory Helper - Clicking this button will activate a place helper mode which will prompt for a Biped part to select. Once selected you then move over the surface of the Biped part and click again to place the trajectory helper. It should then have its trajectory visible on the animated part. Note - If you can't see the trajectory then make sure the "Always Show Motion Path" is ticked in Motion Panel > Motion Paths > Visibility section in the main interface.
Once the trajectory has been placed it will display as a thin red line if not selected. Alternatively, you can view it as a brighter motion path by selecting it in the scene layers.
Trim trajectory display - Check this toggle to enable a trimming option using the start and end settings below it. This can help to cut down the visual line to a set time range.
Visible - This toggle will enable the display of the trajectory helpers.
Delete - This button will remove all trajectory helpers and the corresponding scene layer.
Layers
This section essentially replicates the same one in the main Biped UI.
Biped layers (if any exist) can be navigated from this rollout using either the Move Up and Move Down buttons, or via a drop-down list. Note: If a layer is toggled inactive it will be marked in the dropdown list with an asterisk in the layer name.
The R button will sync the quick layers panel with the Biped main UI layers in case changes were made externally to Biped Helper.
You can toggle layers Active using a checkbox for an individual layer, or by using the All On and All Off buttons. Additionally, you can focus on a single layer (i.e. disabling all others) using the Solo button.
You can Rename a selected layer by entering a valid Name in the edit box.
The Add, Delete and Collapse buttons also function the same as the Biped UI versions for managing the layers.
Note: when undoing an operation you'll likely need to refresh the layers list box.
Snap & Set Key - Snaps the selected biped part to its recorded transforms in the previous layer and creates a key at the current frame.
Retargeting UI >> - Opens a new user interface for retargeting, see below...
This toggle button will open a separate dialog for managing IK constraints across layers. It contains the same functionality as found in the main Biped panel layers rollout.
Please see the official Biped layers documentation here.
Load / Save Animation
Load Dialog - Displays the standard dialog for loading a BIP file from a previously saved Biped animation.
Save Dialog - Displays the standard dialog for saving a Biped animation to a BIP file.
Load Quick - Loads a previously stored BIP file (using Save Quick button) without displaying a dialog.
Save Quick - Saves and overwrites a single BIP (stored in config) without displaying a dialog to be loaded using the Load Quick button.
This section contains methods for aligning the root of the Biped to a picked target object.
It will respect any existing keys on the root and not bake keys across all frames. It also respects any existing limb IK settings (Body or Object), by deactivating then reactivating them after the root has been aligned.
Align To Offset - Re-animate the existing Biped root keys to start from an offset that aligns with a picked target object. The original motion is preserved, but offset in position and orientation.
Align To Match - Re-animate the existing Biped root keys to match a picked target object, which could be another Biped root node.
This section is used when you have bindings or linkages on the Biped in order to have the root and/or limbs follow other objects. By baking the keys of the Biped (on all frames) you can capture the driving motion of the moving objects, but then dissociate the Biped of the bindings and linkages.
In order to bake keys, simply select the mode you want then click the Bake Animation Keys button to process. After key baking is complete, the limb object bindings may have been removed depending on the mode used.
The root will have its motion baked wherever its parent moves. It will also be unlinked from its parent object once baking has completed.
Additionally, the script will recognize both direct linkage and Link Constraints on the root's parent object. Link Constraints may be used so that the root can inherit more complex following motion - i.e. from multiple parents throughout the animation.
For limbs, the key baking will only occur between two or more consecutive sliding keys within the current time range.
Head - Bake the head rotation to track an active assigned Look At Target.
Note: The Look At Target should already be assigned using the main Biped panel in the Key Info > Head section.
Root - Only the Biped root will have keys baked to follow the object it is linked to.
All Limbs - All the Biped limbs will have keys baked to follow their binding objects.
Both - Perform both root and all limbs key baking.
Selected Limbs - Allow individual limbs to be chosen for key baking.
Note: For these modes any Object space binding objects will be removed on the limbs.
Up to the NEXT sliding key - Keys will be baked on the selected limb from the first sliding key found (starting from the slider time) up to the next sliding key found.
Up to the LAST sliding key - Keys will be baked on the selected limb from the first sliding key found (starting from the slider time) up to the last sliding key found, including all sliding keys in between.
Suppose we have a Biped which has its root linked directly to a dummy and its limbs constrained to dummies using the limbs Object space binding option. We can then link the dummies to animated objects and the Biped will also follow along. In this case the limbs are following the top box and the legs follow the bottom box. The dummy that the root is linked to has a link constraint to follow the top box.
We might then want to remove the limb bindings and root linkage, but keep the animation following the objects. Using the baking tools we can choose which parts to bake keys on or leave constrained.
When props are added to Biped (via the structure section in the main Biped UI while in Figure Mode), this section will allow the alignment and baking of keys for any selected prop control.
Pick a TARGET - Use this pick button to choose a target object to align the prop(s) to.
Align To Target - Aligns any selected prop controls to the picked target object. Use the Bake option to set keys while aligning across the selected Time Range (chosen above).