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Tutorials: Animation - Autodesk | 3ds Max Design, Engineering

192 Pages · 2009 · 9.59 MB · English

  • Tutorials: Animation - Autodesk | 3ds Max Design, Engineering

    Tutorials:


    Animation


    2010 Autodesk® 3ds® Max 2010 Software


    © 2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be


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    FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS. 4


    Animation Tutorials


    Here you can learn the fundamentals of creating animation with 3ds Max.


    Features Covered in This Section


    ■ Auto Key animation


    ■ Ghosting


    ■ Dummy objects and animation


    ■ Track View – Dope Sheet


    ■ Looping animation


    ■ Weighted list controllers


    ■ Set Key Animation


    ■ Path constraint and Path deform animation methods


    ■ Schematic View Improvements


    ■ Animation control through List Controllers


    ■ Scripting


    ■ Wiring and expressions


    ■ Sound track editing


    473 Animating with Auto Key: Bouncing a Ball


    A bouncing ball is a common first project for new animators. This classic


    example is an excellent tool for explaining basic animation processes in 3ds


    Max.


    In this tutorial, you will learn how to:


    ■ Create animation using transforms.


    ■ Cop keys in the track bar.


    ■ Use ghosting to visualize in-betweens.


    ■ Use tangent handles in the Function Curve Editor to control in-betweens.


    ■ Create looping animation using Parameter Out-of-Range Types.


    ■ Animate using dummy objects.


    ■ Use Layout mode.


    ■ Apply Multiplier curves.


    ■ Work with the Dope Sheet Editor to speed up animation and reverse time.


    474 | Chapter 4 Animation Tutorials ■ Animate using Set Key mode.


    Skill level: Beginner


    Time to complete: 1 hour 45 minutes


    Creating Animation Using Auto Key


    In this lesson, you'll start learning how to animate in 3ds Max.


    Animate the ball using the Move transform:


    1 On the Quick Access toolbar, click the Open File button, navigate


    to the animation\auto_key folder and open bounce_start.max.


    NOTE The following illustrations display the grid differently than you will see


    in your viewports. For ease of use, press G on the keyboard to hide the display


    of your grid.


    Creating Animation Using Auto Key | 475 Perspective viewport: bounce_start.max


    This file has the Perspective viewport displayed on the lower left. This is


    not the standard viewport layout; the layout has been customized for


    this lesson.


    2 Click Auto Key to turn on this feature.


    The Auto Key button and the time slider background turn red


    to indicate that you are in animation mode. The viewport is outlined in


    red, as well. Now, when you move, rotate, or scale an object, you create


    keyframes automatically.


    476 | Chapter 4 Animation Tutorials Time Slider background turns red


    3 Click to select the ball in the Perspective viewport.


    It is displayed within white selection brackets, indicating that it’s selected.


    4 Right-click the ball and choose Move from the Transform quadrant of


    the quad menu.


    Creating Animation Using Auto Key | 477 The Transform gizmo appears in the viewport. The Transform gizmo lets


    you easily perform constrained movements. As you move your cursor


    over the Transform gizmo, the different axes and their labels turn yellow.


    478 | Chapter 4 Animation Tutorials 5 Position the mouse cursor over the Z axis, and when it turns yellow, click


    and drag upward to raise up the ball in the air.


    As you move the ball up in the air, notice the Z value changing in the


    Coordinate Display below the track bar.


    The ball's position at frame 0 is now fixed above the box.


    A Position key is created when you do this. The key is displayed on the


    track bar.


    The track bar displays the keys for whatever is selected in the viewport.


    The track bar is found directly beneath the time slider and above the


    prompt area.


    Creating Animation Using Auto Key | 479 Keyframe created in Auto Key Mode


    6 Move the time slider to frame 15.


    To move the ball precisely down to the table surface, put your cursor in


    the Coordinate display Z field, and change the value to 0.


    Coordinate Display type-in for precision animation.


    The box is built off the world origin, so a Z position value of 0 will set


    the ball directly in contact with the box.


    NOTE The World Origin, (0,0,0) in XYZ coordinates, is shown by the


    intersection of the dark lines on the Home grid.


    480 | Chapter 4 Animation Tutorials


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