Select the Biped > Motion panel > Track Selection rollout

The Track Selection rollout give you specialized tools for manipulating the biped center of mass (COM). The biped’s center of mass object is the root of the biped hierarchy, and controls the entire biped structure. Changing its position and orientation affects the biped as a whole, which is an important part of posing and animating the biped.
The COM can be selected in different ways:
If the viewport rendering method is set to Wireframe, you can select the COM in your viewport, located near the center of the biped's pelvis.
You can turn on Move All Mode on the Biped rollout, which enlarges the COM in your viewport. This is useful if the viewport rendering method is set to Smooth, and the biped's
pelvis covers the center of mass.
You can open the Select Objects dialog, which displays all visible objects in your scene. The first listed biped item (Bip01, for example) usually refers to the root; you can select it from there.
You have access to three tools on the Track Selection rollout (on the Motion panel) to edit the COM's position and orientation: Body Horizontal, Body Vertical, and Body Rotation. Choosing one automatically selects the center of mass.
Once the biped's center of mass is selected, you can move or rotate it using the Transform gizmo. Controlling the COM using the Track Selection rollout tools is sometimes quicker because selecting the center of mass in your viewports can be difficult if your biped resides inside a bigger rigged model. As long as you select your biped by any limb, activating the COM tools from the Track Selection rollout automatically selects the center of mass with the proper Transform gizmo:
When you key the COM's position or orientation using Set Key or Auto Key, the animation data is stored within the respective biped transform tracks.
To Edit the COM's Position and Orientation:
On the Motion panel, expand the Track Selection rollout and turn on Body Horizontal.
The Move Transform gizmo appears where the COM is located, highlighting the X and Y axes because they are referring to the biped Horizontal Transform track.
Tip: To avoid deselecting the COM inadvertently, you can use Lock Selection to keep your selection on the center of mass, ignoring all other objects in your scene.
Tip: You can scale the Transform gizmo using the - (hyphen) and = (equal sign) shortcut keys. Scaling the gizmo makes it easier to use, but does not affect the transform values.
Turn on Body Rotation on the Track Selection rollout.
The Move Transform gizmo is replaced by the Rotate Transform gizmo. You can now change the biped's orientation.
To Lock all Biped COM Tools:
This procedure follows the concept from the previous procedure, and centers on selecting multiple COM tracks at the same time, as well as locking them.
Lock COM Keying allows you to activate all center of mass tracks at the same time.
Turn on both Body Horizontal and Body Rotation.

Select any other part of your biped.
The COM track controls become inactive. Note that Lock COM Keying is storing the selected controls.

Reselect the biped COM either by selecting the blue octahedron near the center of the biped's pelvis, or by clicking one of the three COM track controls.

Body Horizontal and Body Vertical refer to the center of mass's translation axes while Body Rotation focuses on its rotate axes. Once you turn them on, you can move or rotate the COM by either using the Transform gizmo, by entering values in the Coordinate Display area.
Tip: You can also set COM positions using the Tension, Continuity and Bias values on the Key Info rollout (in the TCB group).
When you activate Body Horizontal or Body Vertical, you have access to advanced Biped Dynamics parameters, such as Balance Factor and Ballistic Tension, which you can control from the Key Info rollout and Dynamics & Adaptation rollout.
Note: Tension, Continuity, and Bias affect the COM Body Vertical keys only when the value of Dynamics Blend is less than 1.0. To turn gravity off at a vertical center of mass key, set the value of Dynamics Blend to 0.0.
Tip: To view the way a parameter change affects the animation, Turn on Trajectories.
Keyed keys for COM tracks are color coded as follows:
Body Horizontal—Selects the center of mass to edit horizontal biped motion.
The Body Horizontal track has a Balance Factor parameter that automatically orients the biped to maintain balance. This saves the animator from having to reposition the pelvis when the biped leans forward, backwards, or sideways.
Note: Biped Dynamics parameters can be animated from no effect to full effect at each keyframe.
Body Vertical—Selects the center of mass to edit vertical biped motion.
The Body Vertical track uses the Dynamics Blend parameter to control gravity in a footstep animation. A Dynamics Blend value of 1.0 uses the value of GravAccel (global gravity value) to calculate an airborne trajectory for the biped. No keyframes are required to position the biped in the air, a trajectory is calculated automatically. A value of 0.0 uses Spline Dynamics for the vertical position of the biped; you must create keyframes to position the biped vertically.
The Body Vertical track also has a Ballistic Tension parameter that controls how much the biped knees bend when the biped lands from an airborne period. This means that keys do not need to be created at the lowest position of the biped after landing; a trajectory is calculated automatically.
Note: Keys can be created manually to override the calculated trajectory during the landing period. However, vertical keys must have Dynamics Blend=0.0 in order to fully override the trajectory during the airborne period.
Body Rotation—Selects the center of mass to edit biped rotational motion.
Lock COM Keying—When on, allows you to select multiple COM tracks at the same time. Once locked, the tracks are stored in memory, and are
remembered every time the COM is selected.
Note: Locked COM tracks are also honored after a scene reset or a session change.
Symmetrical Tracks—Selects the matching object on the other side of the biped. For example, if the right arm is selected, clicking Symmetrical
Tracks selects the left arm too. You can then make changes to both sides of the body at once. Symmetrical Tracks works for
single and multiple biped objects.
Opposite—Selects the matching object on the other side of the biped, and deselects the current object. For example, if the right arm
is selected, clicking Opposite Tracks selects the left arm. Opposite Tracks can be used for single or multiple objects.