BipedPlus

Ep.9 — Ani Utils · Animation Assist Tools

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Overview

The Ani Utils tab is a collection of assist tools used when animating.
It is often kept side by side with the Picker.

Prerequisites

  • Build complete, Figure Mode OFF
  • Rigging Info generation checked during Build (Ep.1)

Feature Breakdown

Local / World — Which Space to Move In

Mode Meaning
Local Rotate/move relative to the parent (shoulder, wrist, etc.)
World Relative to the entire scene (world)
- To bend an arm relative to the torso, use Local; to rotate it toward a direction in space, use World — each team has its own habits per part.

Selection · Key · Reset

Button What It Does
Selection Select an entire part group (Left Arm, Spine, etc.) at once
Key Set a keyframe on selected objects
Reset All Return the entire rig to the default pose
Reset Selection Return only selected items to default pose (Ep.14)
- When custom controllers are registered in Rigging Info in Ep.13, they are included in Reset All as well.

Mirror Pose — Copy Left/Right Pose

  1. Create a pose on one side (arm or leg).
  2. Copy (select direction: Left → Right, etc.).
  3. Mirror or Flip Copy — pastes the mirrored pose onto the opposite side.
  4. For custom parts like twintails, mirroring works properly only after registering Mirror Factor in Ep.13.

Slide Key · Free Key

  • Slide Key — slide key timing and values (assists Max timeline).
  • Free Key — unlock only specific axes for keying (to match team workflow).

Scale

  • Keys the scale of selected controllers — connects to Squash & Stretch animation.
      → If skin tears, check whether the bone has Stretch OFF from Ep.7.

Range · Play

  • Range — specify a playback range.
  • Playpreview that range only.

Pose · Posture Copy

  • Posesave and paste the current frame's pose.
  • Posture — Biped Posture format (familiar to Max Biped users).

Transform Snap · Bake

  • Snapmatch position/rotation to another controller or object.
  • Bakebake constraint results into keys and transforms — may be needed when exporting to a game engine.

Prop Snap — Attaching Weapons / Props

  • Quickly align a Prop (weapon) controller to the hand or Prop bone position.
  • Useful for setting an equip pose without IK.

Recommended Workflow (Example)

Select Spine / Arm via Picker
  → Pose in Local space
  → Key
  → Mirror Copy to opposite side
  → Check range with Play
  → Snap weapon with Prop Snap

Notes

  • Reset All reverts registered custom controllers as well — confirm intent.
  • Mixing Local and World can make key values feel off.
  • Excessive Scale keys on bones with Stretch enabledskin problems (Ep.7).

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