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Mastering
3D Studio MAX R3 |
Faces
With your box still selected, select Face from the Sub-Object drop-down
list. Now instead of having a single vertex selected, you have a triangle
selected, as shown in Figure 1.8. That triangle is called a face.
Faces are what allow an object to be covered with materials, reflect light,
and have some type of shape. An edge connects two vertices and forms a
portion of a face, with three edges forming a face; faces are made up
of three vertices each, so every face is a triangle. Click around the
box and notice how each side is made up of two faces.
FIGURE
1.9 Box showing a selected face
Polygons
Choose Polygon from the Sub-Object drop-down list. Figure 1.10 shows
the selected side of your box. A polygon is defined as a set of adjacent
faces that lie in the same plane; in this instance, two triangles are
selected, forming a square. A polygon is just an easy way to select and
manipulate a set of faces at once.
FIGURE
1.10 Box showing a selected polygon
Elements
The last area in the list we want you to try is element. You probably
have figured out what an element is, but lets take a look at it
anyway. With Element selected, click the box. You will see (as in Figure
1.11) that the entire box is selected. An element is basically a continuous
mesh: a set of continuous faces grouped together into one larger object.
(Separate elements that function together are collectively considered
an object. For example, lets say you are going to create
a tree. You create the tree trunk and the branches as one mesh, and the
leaves as another mesh. Then you attach them together to form one mesh
object from the two. Each part is now an element of the whole object.
Any changes you make on the object affect both elements; to change the
elements independently you would need to go into the sub-object element
level.)
FIGURE
1.11 Box showing a selected element
To illustrate a better example of the sub-object level element, look
at Figure 1.12. Here weve added a sphere to the box, and the sphere
is selected. In the Element sub-object selection level, we can select
either the box or the sphere as a single element, but not both of them
together. To select them as a whole, wed need to be in the Object
selection level.
FIGURE
1.12 A sphere selected in the Element level
As you can see, a single mesh is made up of many different levels. Each
level builds on the other. A vertex defines a point in space; the line
between two vertices makes an edge; three edges with common vertices make
a face; two coplanar faces make a polygon; and all the polygons of a continuous
mesh make up an element.
Understanding How Animation
Happens
When we talk about animation, were talking about bringing
something to life... giving something movement... making something full
of energy and activity.
There are many different styles of animation. Well look at three
typesstop motion, cel, and keyframe. This section
briefly covers some explanations of these methods; for a detailed explanation
of animating in MAX, please see Part 3.
Stop Motion
Stop motion animation is the process of breaking a figures
motion into a series of increments. The increments are created by moving
the figure to different positions and recording each of those increments
on film. When the film is played back at full speed, it gives the viewer
the illusion that the figure is moving freely and on its own. If you have
seen Tim Burtons The Nightmare Before Christmas or the old
black-and-white film King Kong, then you have seen an excellent
example of stop motion animation.
Stop motion animators work with physical models that are made of many
different substances, such as plaster, wire mesh, or even clay. The process
for creating a stop motion animation is tedious, as the filmmaker poses
the model, takes a picture, slightly moves the model, takes another picture,
and so on.
For example, to animate a characters head moving up five inches
and then turning left to right thirty degrees, you would have to move
the head one inch up and take a picture, move the head another inch up
and take a picture, and so on and so on.
Cel
Cel animation is probably the oldest and most-used type of animation.
In cel animation, a series of 2D images or drawings that make up a story
are put together in chronological order to create movement. Artists, or
storyboard artists as they are commonly called, draw each picture
of the scene or show. There can be thousands of drawings for a particular
scene.
Most of todays cartoons are still produced using cel animation,
but the older Disney movies are some of the best examples of cel animation
you can find. Disney animators would draw every sequence in 2D picture
form and then, just like with stop motion animation, they would record
each 2D picture with a special type of camera. After that was complete,
they could play the animation back.
Another example of cel animation is a flipbook. On each page of the book
is a different drawing of the same character, but in a different position.
So if there were 100 pages in the book, there would be 100 different positions
of the same character. You just flip the corner of the book and the movement
of the pages creates the illusion that the character is moving.
Keyframe
Keyframe animation was created out of cel animation. The demands
on the skills of lead cel animation artists meant that they could not
spend all their time drawing out every picture for every scene. So they
drew out only the main onesthe key pictures, or keyframes.
They then gave co-workers the keyframes to use as starting and ending
points, and the other artists filled in the rest. It saved the lead artist
an enormous amount of time.
This process of creating the key movements and then letting someone else
fill in the rest is the same process that MAX uses. For example, if you
are going to animate a door opening in MAX, you will make two keyframesone
with the door closed and the other with the door open. MAX will fill in
the rest of the keys.
Summary
This chapter introduced you to the fundamental concepts behind 3D graphics.
You learned about the terms X, Y, and Z and their relationship to one
another and 3D space.
You should now have an understanding of what faces, vertices, and edges
are. You should also have a firm grasp of what a viewport is and the principles
behind viewing objects in MAX.
You were also introduced to the basic concept of animation and the three
main ways animation is done.
Now that you have the basics of 3D and animation, its time to explore
the concepts of creating, manipulating, animating, and rendering objects
in 3D space and taking that knowledge into 3D Studio MAX.
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