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Mastering
3D Studio MAX R3 |
Changing
a Controller
It is very easy to change a controller. If MAX can, it will try to reinterpret
your existing keys with the new controller. Sometimes this isnt
possible, and you will lose all your keys. Its best to consider
what kind of controller youre going to need before you start animating.
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| NOTE MAX is smart
regarding the use of tracks. It will give you a choice of only the
controllers appropriate to the type of track selected.
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Linear Position Controller
Well change the position controller from the Motion tab.
- 1. Select the sphere you just animated.
- 2. Go to the Motion tab and highlight the position
track in the Assign Controller section.
- 3. Click the Assign Controller button to get the
dialog box shown in Figure 6.15.
FIGURE
6.15 Click the Assign Controller button
(a) to get the necessary dialog box (b).
- 4. Select Linear Position and click OK. Notice that
the trajectory is now straight between the keyframes, the way we might
have expected it to be originally.
This is the effect of the Linear Position controller. It instructs MAX
to transition between the keys using linear calculation.
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| TIP When blocking
out an animation, animators often use linear position controllers
for everything in the first run, to create basic movement that will
be refined later.
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XYZ Controller
This time we will change controllers in the Track View.
- 1. Select the sphere, right-click it, and choose
Track View Selected from the shortcut menu.
- 2. Open the spheres hierarchy to reveal the
separate PRS tracks.
- 3. Highlight the Rotation track, click the Assign
Controller button, and choose Euler XYZ controller type from the dialog
box. Notice that we now have a new plus sign in front of
the rotation track.
- 4. Open the rotation track to reveal the separate
X, Y, and Z rotation tracks.
The X, Y, and Z rotations can now be individually controlled. The TCB
controller links the rotations around the different axes together. The
math behind rotation is very complicated, so using the TCB controller
to get the rotations you want can be counterintuitive to most people.
Many people make the Euler XYZ controller a default for rotation.
The Position XYZ controller does the same thing for the position track:
separates the X, Y, and Z position into three separate position tracks.
Look At Controller
A Look At controller is a kind of transform controller (like the PRS
controller) that tells an object to always point toward another object.
It is the default controller of target cameras and spotlights. It tells
the camera or light to always point toward a dummy object, in this case,
its target. In the case of target cameras and spotlights, the Look At
controller has PRS tracks nested below it.
You would use a Look At controller if you want something to follow the
motion of something else. You can always combine this with other animations
to refine the motion. The procedure is very simple: assign the Look At
controller to the Transform track and pick the target you want it to look
at.

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| TIP Be careful with using
Look At controllers and targets with cameras. Real cameras dont
work this way. If you want more realistic camera movement, base it
on pan, roll, and tilt, as real camera operators do.
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Nesting Controllers
Controllers can be used in combination to achieve various effects not
normally or easily achievable with a single controller. The common way
of combining controllers is to nest them. We encountered examples of nested
controllers already when we looked at the PRS controller (which nests
Position, Rotation, and Scale controllers under the Transform track),
and the Euler XYZ controller (which nests X, Y, and Z Rotation controllers
under the Rotation track).
Nested controllers demonstrate a principle that becomes more useful as
motions become more complex: break the motion down into simple components
in order to animate. For example, suppose you are creating a shot where
the camera must appear to be moving forward and jittering all around,
as if it were being carried. You could accomplish this effect with one
controller, but it would require excessive effort to get both the forward
motion and the jittering effect out of the same controller (lots of hand
animation). The jittering effect also might not look random enough if
completed by hand.
Lets work on solving this problem by creating the forward motion
before adding the jitter component.
© 2000, Frol (selection,
edition, publication)
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