Importing Clips to the Mixer
You can bring motion clips (BIP files) into the mixer with any of these methods:
Choose a file directly from the folder in which it resides.
Choose a file from those you have placed in the Reservoir, a storage area for BIP files.
Import motion from another biped in the scene. See Working with Clips in the Mixer.
Import a motion flow script.
All clips imported for a single biped are assigned a random, unique color. For example, all clips for one biped might be red, while those for another biped are blue. The color distinction makes it easier to work with multiple bipeds in the Motion Mixer.
Biped rollout > Mixer Mode must be turned on in order to see the motion on the biped in viewports. This option is turned on by default when you open the Mixer.
The Motion Mixer might not display the entire active segment when it is first opened. To set the Mixer display to the extent of clips in the Mixer, click Set Range on the Motion Mixer toolbar.
Preparing BIP Files
To use a motion file with the Motion Mixer, it must first be saved as a BIP file. Many BIP files come with character studio; you can use these, or you can make your own. To find out how to create your own BIP files, see Loading and Saving BIP Animation.
Interpreting Clip Names
When you load a clip into the Mixer, the clip appears on the track as a solid bar, with its name displayed on the clip.
Other information can appear on the clip, such as the start and end frames, and the clip scale. You can change the information that displays on the clip by clicking Preferences on the Motion Mixer toolbar, and changing the Clips options on the Mixer Preferences dialog.
You can use the same clip numerous times in the Mixer. Each version of the clip displays the name of the BIP file, followed by a number, such as 1 or 2. The name might also have the letter Z between the name and number. These suffixes tell you how the clip is interpreted by the Mixer.
When you load a clip from a file, you have the option of setting the lowest starting foot height to Z=0 (the construction plane). If you leave this option turned on, the clip's motion will be moved in space so the biped's feet fall on the construction plane on the first frame of the clip. The letter Z appears after the clip name to indicate this setting.
When you load a clip into the Mixer for the first time, the clip name is followed by the number 1. If you clone or load the same clip to another part of the Mixer, the clip will display the same number or a different number depending on whether the new clip is an instance or an adaptation of the original clip. Instances are versions of the same clip used with the same biped, or different bipeds of the same size. Adaptations are versions of the clip used with bipeds of different sizes.
Instanced clips are displayed with the same numbers, while adaptations receive sequential numbers. For example, if you clone a clip with the number 1 to a track for the same biped, the new clip's name will also be followed by the number 1. If you clone the clip to a biped with a different size, the new clip will be an adaptation, and the displayed name will be followed an incremental number (in this case, the number 2). If you then clone the adaptation to another track for the same biped, the new clip is an instance of that clip, and will be displayed with the number 2. These numbers can help you determine which clips are instances of one another, and which are adaptations.
The ability to tell instances from adaptations becomes important when you replace a clip in the Mixer with another clip. During this operation, you have the option of replacing only the selected clip, only the instances of the clip, or all instances and adaptations of the clip.
Note: Operations in the Mixer, such as cloning clips and editing clip timing, do not have any effect on the clip sources (BIP files).
To import clips from a file:
Select the biped, and open the Motion Mixer. See Adding Tracks to the Mixer.
In the Motion Mixer, highlight the track into which you want to bring the motion file. Be sure to highlight a blank area of the track and not any existing clips on the track.
From the Motion Mixer menu, choose Tracks > New Clips > From Files. You can also right-click the track and choose New Clips > From Files from the pop-up menu.
Navigate to the folder where your BIP files are stored, and select one or more BIP files.
You can select as many BIP files as you like. These motions will be placed consecutively on the selected track.
Files imported into the Mixer in this way are automatically placed in the Reservoir.
To import clips from the Reservoir:
In order to import clips from the Reservoir, you must first place them in the Reservoir. See Using the Reservoir.
Highlight a blank area of the track into which you want to bring the motion(s).
From the Motion Mixer menu, choose Tracks > New Clips > From Reservoir. You can also right-click the track and choose New Clips > From Reservoir from the pop-up menu.
Select one or more BIP files.
To import clips from a motion flow script:
Motion flow scripts can be imported to a track in the Mixer. Both clips and transitions from the script are imported to the track.
Before you can import motion flow to a track, the biped must have at least one motion flow script assigned to it in Motion Flow mode. See Creating a Motion Flow Script.
Highlight a blank area of the track into which you want to bring the Motion Flow clips and transitions. You can choose either a transition or layer track.
From the Motion Mixer menu, choose Tracks > Import Motion Flow. You can also right-click the track and choose Motion Flow from the pop-up menu.
Choose a script from which to import motion.
The clips and transitions from the script are imported to the Mixer and displayed the track. If the track was a layer track, it is converted to a transition track to accommodate the transitions imported from the script.
To see the motions in the Motion Mixer on the biped in the scene:
Select the biped for which you want to see the current motion from the Motion Mixer.
Click Mixer Mode on the Biped rollout.
Play the animation or drag the time slider to see the motion in viewports.