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Mastering
3D Studio MAX R3 |
As an example, lets say you estimate that you need a ball to cross
a certain distance over the course of 50 frames. If you try this and it
seems too slow, that means the ball needs to make the transit in fewer
frames, so you need to move the keyframes closer together. You need to
become very practiced in thinking in frames and translating a desired
change to your animation into how you need to change your keys.
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| NOTE See Chapter 7 for details
on using tangent types to control the timing of motion.
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Working with the MAX Animation
Tools
MAX provides a great range of tools for creating animation. This section
looks at the simplest applications of these tools. The interface includes
a Time Control area for segmenting animations and playing back animations
in the viewport, as well as a simple on/off button for animating. MAXs
Track View, almost a miniature program within MAX, is an exceedingly versatile
tool for creating and editing animation, as well as for keeping track
of everything going on in a scene.
Using the
Time Control Area
In addition to the Time Slider, the Time Control area of the MAX interface
includes the controls seen in Figure 6.1. The central area looks and behaves
much like VCR controls, for playback of your animation in the viewport.
Additional controls give you options for moving in time through your animation,
determining the segment of your animation that you wish to work on, and
altering the timing of segments of animation.
FIGURE
6.1 The Time Control area tools
Table 6.3 TIME CONTROL AREA TOOLS
Tool
| Description
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Playback controls
| Like VCR controls: play, stop, rewind,
or forward. The double left arrow takes you to the first frame of
the active time segment, and the double right arrow takes you to the
last frame.
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Current Time field
| Moves you to an exact frame. Type in the
frame number and press Enter.
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Key Mode toggle
| When on, will move you to the next transform
keyframe of the selected object. You can change what keys this tool
will look at in the Time Configuration dialog box.
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Time Configuration dialog box
| Allows you to set the frame rate, the
active time segment, the viewport playback rate, the time display
unit, and the steps used by the Key Mode toggle.
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Choosing Settings in the Time Configuration Dialog
Box
Much of the Time Configuration dialog box (displayed in Figure 6.2) is
self-explanatory. Using the Playback and Animation settings, however,
requires some explanation.
FIGURE
6.2 The Time Configuration dialog box
Adjusting Viewport Playback Playing animation back in the viewports
requires a lot of computer memory. Often you will want to determine how
this memory is prioritized. Usually, you will want the animation to play
back in the active viewport only. If you want to see the animation play
in real time, check the Real Time box, keeping in mind that the program
may have to drop frames to keep the speed in a complex scene. If you need
to see every frame, you can either uncheck Real Time or choose one of
the slower speeds (1/4 or 1/2 speed).
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| TIP If your animation doesnt
seem to be playing, check to see whether you are looking at the active
viewport.
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Setting the Active Time SegmentIn MAX, you can work easily with
a long animation by working on one time segment at a time. Only the active
time segment appears on your Time Slider, but the whole animation is still
there. If you have an animation of 900 frames and want to skip the first
two seconds to work on just the third second, you set the Start Time at
60 and the End Time at 89 (assuming 30fps). When finished, you could change
the active time segment again.
Rescaling Time The Re-scale Time button rescales the active time
segment to the length and position that you choose. If you rescale frames
60 to 89 from a length of 30 frames to 15 frames, the segment plays twice
as fast. If you also change the start time from frame 60 to frame 30,
this piece of animation is moved to frames 30 to 44, the frames that were
previously frames 30 to 44 are moved to frames 45 to 59, and the frames
that previously started at frame 90 will now start at frame 60.
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| WARNING The Re-scale Time
button changes the timing of your segment. Be sure this is what you
want.
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Using the
Animate Button
| The Animate button, located in the lower-right
of the MAX interface, is a simple, straightforward tool for creating
animation keys. It is either on or off. When it is off, any changes
you make apply to the whole animation timeline. When it is on, any changes
you make create a keyframe at the frame you are on, with those changes
applied in keys.
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| NOTE Keys are the
values of animated tracks. A keyframe can have more than one key.
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You can use the Animate button to create most kinds of animation in MAX.
An exception to this is particle systems, which animate according to their
own parameters, without the use of the Animate button. Other exceptions
are plug-ins like Character Studio footsteps and some inverse kinematics
(IK) calculations. In most cases, keys for various parameters are still
created, but without the use of the Animate button. The Animate button
is just one way to create the keys that make up an animation.
© 2000, Frol (selection,
edition, publication)
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