You can easily have a biped’s head look at another object in the scene. In this lesson, you’ll animate a biped watching a table tennis match.
Make the biped look at a target:
Suppose you want to animate the biped watching the ball going over the net, but not follow the bounce in place. By animating Target Blend, you can create this effect.
Make the biped look around:
In this procedure, you make the biped look around as the ball bounces in place.
Move the time slider to frame 200.
At frame 200, the period begins where the ball bounces in place.
On the Key Info rollout, click Set Key and set the Target Blend to 0.
Move to frame 199. On the Key Info rollout, click Set Key and set the Target Blend to 1.
Between frames 0 and 199, the Target Blend parameter is set to 1; at frame 200, it changes to 0. Setting these keys this way is a way to control interpolation. You could also change the interpolation for the key at frame 200 to a step value coming in, and then not bother setting the other key.
Move the time slider to frame 210. Rotate the head so it’s looking away from the bouncing ball.
The biped looks at the ball bouncing over the net, but then switches focus to something else.
Note: You can’t select multiple objects within a single animation. If you need to do that, try using a List Controller with several LookAt constraints, then animate the weights of the list items.
Save your work as mylookat_tabletennis.max, or open lookat_tabletennis_final.max for comparison.