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Mastering 3D Studio MAX R3

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Table 6.7: SOME CONTROLLERS AND THEIR POSSIBLE USES
Controller Type Example Function
On/Off Blinking light Two possible values for track: on or off
Waveform Evenly pulsing light Assigns value from a chosen type of waveform
Audio Light pulsing to music Bases value on the pulse of an assigned audio waveform
Motion Capture User animates character with mouse movement Values controlled by input from external device
Link Control (Transform track) Passing an object from hand to hand Transfers value from assigned link (add links in Motion tab)
Master Point Animating control points of an FFD modifier Default controller for direct sub-object animation; creates separate track for each animated sub-object.
Expression One gear rotating at twice the rate of another Programmable: assigns value based on a written expression
Block Repeated walk cycle Groups multiple selected tracks over a range of frames as blocks to be reused at other times
Reactor Character smiling whenever a finger pokes his bellybutton Similar to Expression, but without the programming; assigns value of track to react to the value of another track.
Script A fish maintaining a certain position relative to the rest of the school Similar to Expression, but uses MAXScript
IK A character with a Bones skeleton Default controller for MAX Bones (see Chapter 7)
Attachment A tree on a land surface staying attached to the land as the land heaves in an earthquake Attaches object’s position to the surface of a target object
Surface A ball rolling over folds of material Allows one object to move over the surface of another
Smooth Very smooth rocking motion that doesn’t need to be tweaked Gives a pre-set transform with smooth tangents (key info and function curve are not accessible)
Color RGB A material with an animated green channel creating strange colorations Like an XYZ controller, splits values of a color track into separate red, green, and blue component tracks

Summary

In this chapter, we have looked into the basics of animation in MAX. We discussed the roots of computer keyframe animation in the traditional Disney method. We explored animation tools in MAX and learned more about the Track View. We covered basic transform and parametric animation, with examples applying to a variety of objects; animation of vertex and gizmo sub-objects; particle systems, and morphing. Finally, we began exploring the movers and shakers of animation in MAX: animation controllers.

In the next chapter, you will learn about developing your animation skills beyond the beginner level. You will learn about editing keys and tangent types in Track View to translate a desired motion into instructions for MAX. You will learn about using dummy objects to animate. You will set up a hierarchy and learn the basics of forward and inverse kinematics and MAX Bones. You will also be introduced to the complex Character Studio plug-in for character animation.


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