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Mastering
3D Studio MAX R3 |
PART III
Animation
CHAPTER 6
Keys to Animation
Featuring
- Understanding Keyframe Animation
- Timing Your Animation
- Working with the MAX Animation Tools
- Exploring the Track View
- Animating Transforms and Parameters
- Animating Sub-Object Elements
- Animating Particle Systems
- Morphing
- Using Controllers to Animate
This chapter will provide a foundation of animation
concepts and methods of animating in MAX. We will introduce you first
to basic principles of animation, and then apply those principles to MAX.
Additionally, this chapter will provide insight and ideas for creating
a wide variety of animations using simple animation methods in MAX. Finally,
this chapter will discuss the mechanics behind animation in MAX: the animation
controller.
Grasping Concepts of Time
in Animation
Animation involves creating the illusion of motion through a succession
of images, called frames, played fast enough to fool the human eye. This
illusion is caused by a property of the human eye called persistence
of vision. The smoothness of the perceived motion is affected by
how fast the images are played (the frame rate), as well as the continuity
between the images.
Understanding
Keyframe Animation
As described in Chapter 1, animation can be created straight ahead,
with each frame being created in order, as in stop-motion animation, or
can be created pose-to-pose, with significant poses keyframed and
the transition frames filled in afterwards. Animation in 3D applications
uses the keyframe method.
Disneys Keyframe Method
Disney started it all. Walt Disneys animation studios developed
cel animation into a streamlined production pipeline. The Disney process
developed conventions and principles that have served all types of animators
ever since.
Disneys method involved dividing the painting of cels into two
main tasks: drawing the significant poses and drawing all the transition
frames between these poses. The best, most experienced artists were reserved
for drawing the key frames of the significant poses, called, naturally
enough, keyframes. The apprentice artists then took on the arduous
task of drawing all the in-between frames, called tweens.
For example, if Mickey Mouse were to hit a tennis ball, the keyframe
artists would decide which were the most important poses to tell the story
of Mickey hitting a tennis ball. Those poses might be broken down as shown
in Table 6.1.
Table 6.1: BREAKDOWN OF ACTION
INTO KEYFRAMES OF POSES
Keyframe Number
| Pose
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Keyframe
| At rest
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Keyframe 2
| Racket down, ball in hand
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Keyframe 3
| Weight back, racket coming up, ball in
air
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Keyframe 4
| Full backswing, ball falling
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Keyframe 5
| Middle of serve, contact with ball
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Keyframe 6
| Last half of serve, ball out of frame,
racquet heading downward, weight forward
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Keyframe 7
| Follow-through
|
After drawing these key poses, the keyframers would give them to tweeners
to create all the motion frames that take place between these keyframes.
Because of the sheer number of frames to be tweened, tweening could be
a very tedious, although obviously indispensable, job.
MAX Keyframe Animation
When using MAX, you are the keyframer, and the program does all the tedious
in-between work. This leaves you the simple task of generating the keyframes.
No problem right?
Well, for some changes and motions, animating in 3D really can
be quite simple. In this chapter you will become acquainted with this
simplicity, and learn how to get an animation started in MAX. Chapter
7 will come back to the complexities of timing and getting the precise
result you want.
Timing Your
Animation
Understanding time and how it relates to animation is very important.
As an animator, you will need to become very aware of the timing of ordinary
motions. A stopwatch is an essential tool for this, and you should believe
the stopwatch. Yes, it takes that long to sit down or to make a salute.
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| TIP Studying the masters
of traditional cel animation will help you get a ballpark idea of
how to break down a motion. It will help your animation greatly to
learn the classic principles of traditional animation, such as anticipation,
follow-through, ease in and out, squash and stretch, moving holds,
and secondary motion. An excellent resource for this is The Illusion
of Life, a book on Disney animation by Frank Thomas and Ollie
Johnston.
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Thinking in Frames
To think like an animator, you need to translate all your timing into
frames. The number of frames will depend on the frame rate of your output.
Frame rates vary from 60 frames per second, the upper limit of what the
human eye can perceive, down to 10 frames per second, currently common
on the Internet and the lower limit for any approximation of smooth motion.
Table6.2 shows some common frame rates used today.
Table 6.2: FRAME RATES OF TYPICAL
OUTPUT FORMATS
Output Format
| Frame Rate
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NTSC video (North America and Chile)
| 30 frames/sec (fps)
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PAL video (rest of world)
| 25 fps
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Film
| 24 fps
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© 2000, Frol (selection,
edition, publication)
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