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Mastering
3D Studio MAX R3 |
CHAPTER 7
Advancing Your Animation Skills
Featuring
- Creating and Editing Keys in the Track
View
- Why and How to Use Dummy Objects
- Setting up a Hierarchy
- Using Forward and Inverse Kinematics
- Animating with Bones
- Working in Character Studio
In this chapter, you will learn more complex methods
of animating in MAX. You will become familiar with concepts essential
to developing your ability to analyze a motion and translate it into mouse
clicks in MAX. You will learn how to use MAXs Track View to edit
the timing of your animation; you will learn the reasons and methods behind
the use of dummy objects; and you will learn how to set up a simple hierarchy.
Finally, you will be introduced to the more advanced subjects of forward
and inverse kinematics, MAX Bones, and Character Studio.
Once youve created some simple animations in MAX, youll want
to know how to use MAX to create a specific movement. To do this, you
need to break down the key poses of the desired movement, position them
on the timeline so they occur at the right time, and instruct MAX about
interpolating between them to get the right timing of your motion. Do
you want your motion to accelerate? To pop suddenly? To overshoot the
target and then rebound back? All these options are available in MAX,
once you know what you want and learn how to translate that into editing
keys in MAX.
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| TIP Animation
skills require a great deal of practice, no matter how much theory
you know, so dont lose heart if you get frustrated. The real
key to learning animation is persistence.
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Using the Track View to
Animate
By now, you should be somewhat acquainted with MAXs Track View.
In this section, you will learn more of the power of the Track View and
how to use it. Youll find out how to create keys directly, how to
move keys and edit their values, and how to change the transitions into
and out of keys. You will learn more about function curves and how to
use them, and you will explore options for repeating segments of animation.
Creating Keys
In Chapter 6, you learned one way of creating keys: going to the desired
frame, turning on the Animate button, and making a change. Another way
of generating keys for a selected object is to right-click the Time Slider.
This will bring up the Create Key dialog box, allowing you to create a
transform key for the selected object at that point in time. You can also
use this dialog box to copy transform keys from one location (the Source
Time) to another (the Destination Time).

The default values in the Create Key dialog box will create a key or
keys for the checked transforms at the frame the Time Slider showed when
you clicked it. If you change the source or destination times, you will
create keys for the checked transforms at the new destination time,
with values from the new source time.
Two other ways of creating keys manually are to generate them in the
Track View or in the Motion tab. Of all these alternatives to the Animate
button, the Track View is the only way to generate non-transform keys,
so we will focus on this method.
Lets use the Track View to create new frames in one of our existing
animations.
- 1. Open anim_box.max that you created
in Chapter 6 (or you can open this file from the Chapter 6 files on
the CD that came with this book).
- 2. Select the box and go to its modifier stack.
We just want to look at the motion of the box, so were going to
turn off some modifiers.
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| 3. Click the Inactive
Modifier toggle button for the Ripple Binding and the Bend. Your modifier
stack should then have these modifiers grayed out and the box should
look like a normal box again, as in Figure 7.1.
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FIGURE
7.1 A box and its modifier stack
- 4. With the box still selected, choose Track View
Selected from the shortcut menu.
- 5. Open up the box tracks until you see the two
keys in its Position track.
- 6. Click the Add Key button and then click at about
frame 20 and frame 80 in the boxs Position track. New keys are
created at these frames. Dont worry if the keys arent exactly
at the correct places, because you can always move them.

- 7. Play the animation. The movement has not changed
at all. This is because MAX captures the in-between data at the point
that the key was created. If we were going to leave the animation this
way, it would be a waste of computer resources to use the extra two
keys.
- 8. Click the Move Keys button to get out of the
Add Key tool and avoid creating new keys accidentally.
- 9. Save this anim_box.max file for
later.
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| TIP You can
switch from the Add Key to Move Keys tool by right-clicking an empty
area of a track.
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The Track Bar
The Track Bar, just below the Time Slider, shows you the keys you have
created for any selected objectone dot at every frame where the
selected object has any key. This is also called a mini Track View
because it gives you access (via right-clicking a dot) to key properties,
just as in the Track View. The individual tracks arent separated
the way they are in the Track View, so if you get confused, go back to
the Track View.
Planning Your Key Creation
Just because you can animate a certain way doesnt mean, its
the best or simplest way. When you go back to edit your keys, you want
it to be as straightforward a process as possible. Lets look at
our animated sphere files from Chapter 6 to see two identical animations
with vastly different keys.
- 1. Open anim_sph1.max, which you
created in Chapter 6 (or open it from the Chapter 6 folder on the CD
that came with this book). This was created by directly animating the
vertices of an editable mesh.
- 2. Select the sphere and open its Track View.
- 3. Open its hierarchy under Sphere01 Ø
Object (Editable Mesh) Ø Master Point
Controller. There is a separate track with two keys for every vertex
that moved!
- 4. Now open anim_sph2.max, which
you created with the XForm modifier (or get it from the CD).
- 5. Select the sphere and open its Track View.
- 6. Open up its hierarchy under Sphere01 Ø
Modified Object Ø XForm Ø
Gizmo Ø Position. The same animation
takes place with just two keys for the Gizmo.
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| TIP The moral
of the story is, think about key creation when you animate
something. The first method you think of may not be the best way;
it may, in fact, take 100 times longer to animate than spending a
little time thinking about whats efficient or, dare we say,
elegant.
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© 2000, Frol (selection,
edition, publication)
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