Ballistic Ghosts is a dedicated tool for working with character rotation in a state of free flight. These silhouettes show presumed physically correct positions of your character in mid-air. Positions are calculated on the basis of character's angular momentum, as well as the poses set for the character in the keyframes.
By using Ballistic Ghosts you can make mid-air animations look much more realistic without spending a lot of time manually refining each frame.
This instrument is controlled by the following buttons on the Timeline
(1) Ballistic ghosts
This button enables the ballistic ghosts.
The instrument tries to take into account poses of the character in the keyframes, but this might sometimes lead to situations where physically accurate positions are impossible. In such cases, some of the poses might be ignored.
By default, the first and the last pose on the ballistic trajectory are considered the most important.
If one of the in-between poses of the character is deemed important, mark it. Now, when you alter this pose, ballistic ghosts will be recalculated so the character would go through the newly altered pose.
Note: You can mark several poses, but the more poses you mark the harder it is for the program to take them all into account. Marking more than four poses is not advised.
(2) Snap to ballistic ghosts
Pressing this button aligns character's position with the ballistic ghosts.
If Ballistic Ghosts are not visible in the scene, you'll need to snap the character mesh to the Center of Mass. To do this:
1. Switch to the Mesh Mode
2. Select the mesh
3. Switch to the Point Controller Mode
4. Select the center of mass
5. Select Snap mesh to the center of mass from the Objects menu