THE FUTURE OF CHARACTER ANIMATION FOR 3D STUDIO MAX!
Plug-In Components to 3D Studio MAX Character Studio. 
CSTUDIO.AVI demonstrates how Character Studio brings three aliens to life.

3D Character Construction
	Skeletons - of any two-legged animal (such as humans, dinosaurs, monkeys, or ducks) are quickly created through parametric methods and interactive manipulation of the 3D character’s body parts. 
	Biped Animations - may be combined with PHYSIQUE to create 3D characters with seamless skin, naturally flexing muscles, and sliding tendons. 
	Custom Objects - may be used for any or all BIPED body parts to better represent the character, or to animate jointed characters without using PHYSIQUE.
Footstep-Driven Keyframe Animation
	Place Footprints - and interactively compose the timing and position of a two-legged character to easily create walking, running, jumping, or any motion pattern such as a dance. 
	Keyframes - are generated automatically from the footsteps to produce an initial sketch of the character’s motion. You can easily replace, delete, and insert keys to produce a unique expressive motion without violating the footstep constraints. 
	Keyframe Adaptation - ensures that any edits you make to a footstep pattern preserve the nuances of your character’s animation by adapting keyframes to match changes in footstep timing or location.
Physically Based Interpolation
	Bipedal Mechanics - ensures your characters move, rotate, and dynamically balance about their center-of-mass, walk with biomechanically correct relationships between the ankle, leg, and pelvis, and (by default) bank into turns as a function of speed and path curvature. 
	Gravitational Dynamics - interpolates vertical keyframes (up and down movement) using Newtonian physics and adjustable gravity for artistic control. 
	Suspended Dynamics Mode - allows you to turn BIPED constraints off at selected times to easily animate non-footstep movements such as flying and bicycling.
Advanced Inverse Kinematics
	Natural IK for 3d Characters - allows you to animate limbs in a realistic, precise, and easy-to-use manner rather than depending upon arbitrary robotic-like linkages. You can quickly define IK paths for characters to follow relative to themselves or the space around them. 
	Animatable IK Attachments to MAX Objects - gives you the power to dynamically attach and detach another object to a character’s hands and feet during an animation. Catching and throwing a basketball, rowing a boat, and dancing with another character has never been easier.
	Animated IK Blending - combines IK hand and foot follow motions with the natural swinging movements of conventional forward-kinematic joint rotations. Your character’s feet gracefully swing as they move up the stairs.

