|
Mastering
3D Studio MAX R3 |
|
|
| NOTE You will see the map
only in viewports that are set to Smooth & Highlights. Make sure
the perspective viewport is active.
|
A material can also be animated by using a movie (an .avi
or QuickTime .mov file) in one of the mapping channels.
Depending on the mapping channel, it may use the file with its color information
or the grayscale values only. See Chapters 8 and 9 on materials to learn
how mapping channels work.
Animating
Sub-Objects
Sub-objects can usually be animated, either directly or through the gizmo
of a modifier. You can animate vertices directly if you collapse to an
editable mesh, but not if you are using one of the Edit modifiers. Its
usually better to use an XForm modifier.
Lets try animating vertices different ways. The first method involves
animating the vertices directly; the second involves animating the vertices
by animating the gizmo of the modifier applied to them.
Directly Animating the Vertices of a Collapsed Object
In this case, we want to animate the vertices directly, so we need to
collapse the modifier stack from a parametric object to an editable mesh.
- 1. Reset MAX.
- 2. Create a sphere.
- 3. In the Modify tab, use the Edit Stack button
to convert to editable mesh.
- 4. Go to the Vertex sub-object level.
- 5. Open the Soft Selection rollout and check Use
Soft Selection.

- 6. Select the top vertices of the sphere.
- 7. Turn up the soft selection Falloff until the
green part of the falloff covers about a third of the sphere.
- 8. Go to frame 100 and turn on the Animate button.
- 9. Move the vertices up to stretch the sphere into
an oblong shape. Your sphere should look something like Figure 6.11.
FIGURE
6.11 A sphere with vertices animating upward
- 10. Turn off the Animate button and play the animation.
The vertices animate upward.
- 11. Save this file as anim_sph1.max
for reference in the next chapter.
Animating Vertices with an XForm Modifier
Another way of creating the same animation that we created above is with
an XForm modifier. As mentioned earlier, direct sub-object animation doesnt
work with Edit modifiers, so an XForm modifier is necessary when you dont
wish to collapse your objects stack. We will use these examples
in the next chapter to see another reason that XForm is usually better
for sub-object animation. First, lets animate the vertices using
XForm.
- 1. Reset MAX.
- 2. Create a sphere.
- 3. Apply an edit mesh modifier (Modify tab Ø
More Ø Edit Mesh).
- 4. Go to the Vertex level and check Use Soft Selection.
- 5. Select the top vertices of the sphere and turn
up the Falloff to about the same point as the last exercise.
- 6. Go to frame 100 and turn on the Animate button.
- 7. Move the vertices up into the egg-like shape.
- 8. Turn off the Animate button and play the animation.
Nothing happens.
- 9. Stop the animation and press Ctrl+Z to undo
the move.
- 10. Apply an XForm modifier (Modify tab Ø
More Ø XForm).
- 11. Go to frame 100 and turn on the Animate button.
- 12. Move the vertices up with the yellow XForm gizmo
(the wireframe box around the upper part of the sphere, seen in Figure
6.12).
FIGURE
6.12 The egg, after raising the gizmo of
an XForm modifier
- 13. Turn off the Animate button and play the animation.
The sphere animates.
- 14. Save this file as anim_sph2.max
for later reference.
|
|
| NOTE A related modifier,
called Linked XForm, is covered in Chapter 7. Linked XForm allows
you to link the sub-object selection to a dummy object.
|
Free Form Deformations
An exercise given to apprentice animators at Disney was to animate a
sack of flour to portray believable personality. A common way to animate
such inanimate objects in 3D programs is deformation animation.
In MAX this is done through modifiers called FFDs, short for Free Form
Deformations.
An FFD applies a lattice gizmo around an object. The lattice has sub-object
control points that will deform the vertices of the underlying object
in the direction that they are pulled.
|
|
| NOTE See the morphing example
later in this chapter for a demonstration of using an FFD.
|
Animating
Particle Systems
Particle systems are different from the animated objects that weve
looked at so far, because they have animation built into the object. Particle
systems can be used to create smoke, water, bubbles, a swarm of bees,
or anything that behaves as a group of smaller objects flowing. The flow
can be affected by various space warps. Different particle systems can
be combined to create the overall effect desired.
Because particle systems have animation built in, animating a particle
system can be as simple as dragging one out in a viewport. In this example,
though, you will combine a particle system with two space warps to create
a fountain of particles that fall and then bounce off a box.
Creating a Particle System
First, lets create a particle system and get its position and settings
to resemble a fountain.
- 1. Reset MAX.
- 2. In the Create tab Ø
Geometry section, select Particle Systems from the drop-down menu.

- 3. Click Spray and draw out a square icon in the
top viewport.
- 4. Activate the perspective viewport and play the
animation. A stream of particles flows downward.
- 5. Now lets turn it into a spout. Rotate the
particle system 180Ў around the X or Y axis.
- 6. In the Modify tab, change the emitter dimensions
to 10 by 10.
- 7. Turn up the Variation to about 4.5. The spray
should now spout outward.
- 8. Change the Viewport Count and Render Count to
500, and turn the Life setting (under Timing) up to 90.
© 2000, Frol (selection,
edition, publication)
|