Job No: 13 Duration: 16H Job Title: Create Basic Animation Objective
Job No: 13 Duration: 16H Job Title: Create Basic Animation Objective
Objective:
To understand the basic concepts behind animation are derived from the traditional “cartoon”
animation techniques where a master animation sketches objects at key points in time and then
passes those sketches to the junior animators whose job is to draw all the “in-between” positions
that transition from one pose to the next.
Introduction:
With 3ds Max, you can create 3D computer animation for a variety of applications. You can
animate characters and vehicles for computer games and produce special effects for film and
broadcast. Additional applications include medical illustration and forensic presentation in the
courtroom.
The basic method for creating animation in 3ds Max is quite simple. First you turn on the Auto
Key button, then you move the time slider, and last you transform an object to change its
position, rotation, or scale over time.
You can employ animation throughout 3ds Max. You can animate the position, rotation, and
scale of an object, and almost any parameter setting that affects an object's shape and surface.
You can link objects for hierarchical animation, using both forward and inverse kinematics, and
you can edit your animation in Track View.
Animation Concept:
Animation is based on a principle of human sight called persistence of vision. If you view a
series of related still images in quick succession, you perceive them as continuous motion. Each
individual image is referred to as a frame, and the illusion of motion comes from the fact that
your visual system retains each frame for a short time after you see it.
Historically, the main difficulty in creating animation has been the effort required of the
animator to produce a large number of frames. One minute of animation might require between
720 and 1800 separate images, depending on the quality of the animation. Creating images by
hand is a big job. That’s where the technique of keyframing comes in.
Most of the frames in an animation are routine, incremental changes from the previous frame
directed toward some goal. Traditional animation studios realized they could increase the
productivity of their master artists by having them draw only the important frames,
called keyframes. Assistants could then figure out what belonged on the frames in between the
keyframes. The in-between frames were called tweens.
Once all of the keyframes and tweens were drawn, the images had to be inked or rendered to
produce the final images. Even today, production of a traditional animation usually requires
hundreds of artists to generate the thousands of images needed.
The frames marked 1, 2 and 3 are key frames. The other frames are tweens.
This program is your animation assistant. As the master animator, you create the keyframes that
record the beginning and end of each animated sequence. The values at these keyframes are
called keys. 3ds Max calculates the interpolated values between each pair of keys to produce the
completed animation.
3ds Max can animate just about any parameter in your scene. You can animate modifier
parameters, such as a Bend angle or a Taper amount, material parameters, such as the color or
transparency of an object, and much more.
Once you have specified your animation parameters, the renderer takes over the job of shading
and rendering each frame. The result is a high-quality animation.
The object's position at 1 and 2 are the keyframed models at different times. The computer
generates the in-between frames.
Traditional animation methods, and early computer animation programs, are rigidly locked to the
concept of producing animation frame by frame. This is okay if you always work in a single
format or do not need to specify an animated effect at a precise time.
Unfortunately, animation comes in many formats. Two of the more common formats are film at
24 frames per second (FPS) and NTSC video at 30 FPS. Also, the need for accurate time-based
animation versus frame-based animation is critical as animation becomes more common for
scientific and legal presentation.
3ds Max is a time-based animation program. It measures time, and stores your animation values,
with an internal precision of 1/4800 of a second. You can configure 3ds Max to display time in a
format best suited for your work, including traditional frames format. See Time Configuration .
To start creating animation, first turn on the Auto Key button, use the time slider to go to a
particular frame, and then change something in your scene. You can animate the position,
rotation, and scale of an object, and almost all other settings and parameters.
When you make a change, 3ds Max creates a key storing the new value for the changed
parameter at the current time. If that key is the first animation key created for the parameter, a
second animation key is also created at the Auto Key default frame to hold the parameter’s
original value.
Keys are not created at the default frame until you create at least one key at a subsequent frame.
After that, you can move, delete, and re-create keys at the default frame.
To see an example of using Auto Key to create animation, play the following video:
>Using Auto key mode
For example, if you have a cylinder that has not been animated yet, it has no keys. If you turn on
Auto Key, and at frame 20 you rotate the cylinder 90 degrees about its Y axis, rotation keys are
created at frames 0 and 20. The key at frame 0 stores the original orientation of the cylinder,
while the key at frame 20 stores the animated orientation of 90 degrees. When you play the
animation, the cylinder rotates 90 degrees about its Y axis over 21 frames.
The Set Key animation method is for the professional character animator who wants be able to
try out poses and then commit those poses to keyframes intentionally. Animators can also use it
to set keys on specific tracks of objects.
The Set Key method allows more control than the Auto Key method, because it gives you the
chance to try out ideas and discard them quickly without having to undo work. It lets you
transform objects and selectively key certain tracks on certain objects through the use of Key
Filters and Keyable tracks in Track View.
The button turns red to show you are now in Set Key mode. In this mode, you can try
out ideas before you commit to them.
2. Open Track View (either Curve Editor or Dope Sheet).
5. Click and use the Set Key Filters dialog to enable the tracks you want
keyframed.
Position, Rotation, and Scale are on by default. So is IK Parameters.
You can use Key Filters to work on individual tracks selectively. For example, if you are in
Track View and the Rotation and Position tracks of a character's arm are keyable, you can
use the key filters to turn off the Position filter and only work on the Rotation tracks.
6. Move the time slider to another point in time, transform your objects or adjust parameters in
the command panels to create animation.
This does not yet create keyframes.
When the Set Keys button turns red, it sets a key which appears on the time ruler. The
keys are color coded to reflect which tracks are being keyed.
If you don't click Set Keys and you move to another point in time, the pose is lost.
Tip To move the pose to another point in time, hold down the right mouse button while
dragging the time slider.
2. Select a vertex.
3. Turn on .
4. Move the selected vertex.
2. Turn on .
3. On the Key Filters dialog, click All.
In Auto Key mode, the workflow is to turn on Auto Key, move to a point in time, then
transform objects or change their parameters. All changes register as keyframes. When you turn
off Auto Key mode, you no longer are creating keys. Changes made to objects when Auto Key
mode is off are applied globally to the animation. This is referred to as Layout mode.
In Set Key mode, the workflow is similar, but the behavior is fundamentally different.
Turn on Set Key mode, then move to a point in time. Before you transform or change object
parameters, you determine the tracks you want to set keys on using Keyable icons in Track View
and Filters. Once you know what you plan to key, you try out poses in the viewport (transform
the objects, change parameters, and so forth).
When you like what you see, click the large Set Keys button or press K on the keyboard
to set a key. If you don't do this, no keys are set.
If you move to another point in time, your changes are lost and have no effect on your animation.
For example, if you find that you have a posed character, but at the wrong frame in time, you can
hold down Shift and the right-mouse button and drag the time slider to the correct frame without
losing your pose.
Path Constraint:
Use the Path constraint to restrict an object's movement along a spline or at an averaged distance
among multiple splines.
Path constraint positions the service platform along the side of the bridge.
A path target can be any type of spline. The spline curve (target) defines a path of motion for the
constrained object. Targets can be animated using any of the standard translation, rotation, scale
tools. Setting keys at a sub-object level of the path, such as vertex or segment, animates the path
while affecting the constrained object.
Procedure:
1. On the Create panel, click (Shapes), and create a Line that is about 120 units long.
TipUse the diameter of the Circle to gauge the length of the Line.
When an object is assigned a path constraint and the follow box is turned on, the object will
rotate as it moves along the path. Sometimes the object is subject to unwanted flipping.
3. Use the control object to adjust the flipping. Animate the orientation of the control object,
while watching the flipped object at the problematic frames.
Add Path
Adds a new spline path that influences the constrained object.
Delete path
Removes a path from the target list. Once removing the path target, it will no longer
influence the constrained object
[path list]
Shows the paths and their weights.
Weight
Assigns and animates weight values for each target.
Track View:
Track View provides two different graph-based editors for viewing and modifying animation
data in your scene. You can also use it to assign animation controllers to interpolate or control all
the keys and parameters for the objects in your scene.
Track View uses two different modes: Curve Editor and Dope Sheet. Curve Editor mode
displays animation as function curves, while Dope Sheet animation appears as a spreadsheet of
keys and ranges. Keys are color-coded for easy identification. Some Track View functions, such
as moving and deleting keys, are also available on the track bar near the time slider, which can
be expanded to show curves as well. The Curve Editor and Dope Sheet open by default as
floating windows, but you can also dock them under the viewports at the bottom of the interface,
or or even open them in a viewport. You can name Track View layouts and store them in a buffer
for later reuse. Track View layouts are stored with the MAX scene file.
Track View can perform a variety of scene management and animation control tasks. Use Track
View to:
• Display a list of objects in your scene and their parameters.
• Change key values.
• Change key timing.
• Change controller ranges (see procedure).
• Change interpolation between keys.
• Edit ranges of multiple keys.
• Edit blocks of time.
• Add sound to your scene.
• Create and manage notes about the scene.
• Change the behavior of the animation outside the range of keys.
• Change controllers for animated parameters
• Select objects, vertices, and hierarchies.
• Navigate the modifier stack in the Modify panel by clicking the modifier items in the Track
View Hierarchy.