|  | 
  
 |  | Mastering 
 3D Studio MAX R3 |   
 
 
  
 CHAPTER 7Advancing 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. 
  
 |  | 
 |   
 |   | 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. |  Using the Track View to 
 AnimateBy 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 KeysIn 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. 
  
  
 |  | 
 |   
 |   | 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. |    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. 
  
  
 |  | 
 |   
 |   | TIP You can 
 switch from the Add Key to Move Keys tool by right-clicking an empty 
 area of a track. |  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. 
  
  
 |  | 
 |   
 |   | 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. |  
 
 © 2000, Frol (selection, 
 edition, publication) 
 
 |  |