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Mastering
3D Studio MAX R3 |
Custom Tangents
Unlike the presets shown so far, Custom tangents give you precise control,
allowing you to essentially draw your own function curve. Lets take
a look.
- 1. Edit Ø Fetch.
- 2. Open the boxs Track View to the position
track.
- 3. Right-click the third key and change both the
incoming and outgoing tangent types to Custom. You should now have handles
on your function curves at this key.
- 4. Drag the handles of one of the tangents and notice
what this does to the function curve. You can try out different curves,
then play the animation and see how the curves affect the motion.
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| TIP Shift-drag
a tangent handle to move the handles independently.
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Notice that if the X or Y curve goes down, the box goes backward in that
direction. You can get a fairly complex motion just by adjusting the tangents
of one key.
- 5. Edit Ø Fetch.
- 6. Open the boxs Position track again.
- 7. This time, change just the incoming tangent on
the third key to the Slow In type.
- 8. Change the outgoing tangent on the fourth key
to the Custom type.
- 9. By Shift-dragging the handle to the right of
the flat line, create a function curve that looks like Figure 7.9.
FIGURE
7.9 Function curve to create
- 10. Play the animation. This time the box stops
and then anticipates the new motion before resuming.
- 11. Save the file.
Applying Parameter
Curve Out-of-Range Options
One of the last things we need to take a look at regarding the Track
View and animation are the parameter out-of-range curve types. This simple
and useful tool is used for animation that is repetitive in nature: for
example, a spinning windmill, a rotating light beacon, or any animated
sequence that is to be repeated throughout the duration of the animation.
One out-of-range type can be applied per track. It will automatically
apply for the entire duration of the animation. The different out-of-range
types can be seen in Figure 7.10 and are described in Table 7.3.
FIGURE
7.10 Tell your keys how to keep animating, once
they get out of range, through this dialog box.
Table 7.3: Parameter Curve Out-of-Range Types
Out-of-Range Type
| Description
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Constant
| Default: plays once, then stops at the
last key
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Cycle
| Repeats the animation exactly (will jump
between last and first frame)
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Loop
| Repeats the animation exactly, but will
interpolate between last and first frame across a designated range
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Ping Pong
| Repeats the animation, alternating between
forward and backward play
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Linear
| Plays the animation once, but projects
the rate of change of the last frame linearly afterwards
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Relative Repeat
| Repeats the animation offset by the value
of the last frame, as with climbing a set of stairs
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Creating a Block of Animation
Lets take a closer look at using the Out-of-Range types on a track.
First, we need to create a block of animation to repeat.
- 1. Load the file windmill.max, which
is shown in Figure 7.11 and can be found on the CD that came with this
book.
FIGURE
7.11 A MAX windmill
- 2. Select the windmill blades and lock your selection
by pressing the spacebar.
- 3. Go to frame 20 and turn on the Animate button.
- 4. Rotate the blades 90º around the local Z
axis.
- 5. Turn off the Animate button.
- 6. Play the animation.
Creating a Constantly Looping Animation
Obviously, the windmill turns for only 20 frames. Lets use the
out-of-range types to make this a constantly looping animation.
- 1. Right-click the blade object and choose Track
View Selected from the short-cut menu.
- 2. Open the blade tracks to reveal the Rotation
track. You should see the two keys that we just created.
- 3. Select the rotation track.
- 4. Click the Parameters Curves Out-of-Range button.
- 5. Select the Loop type first by clicking in the
Loop window. Notice that this automatically selects both the left and
right arrows.
- 6. Return to the viewport and press the Play button.
Youll notice that with Loop, the windmill appears to come to a
stop before looping the animation. If you watch even closer (watch the
axis icon of the rotating object), you will see that the animation is
not actually continuing around the remaining 270º. It is actually
resetting itself, popping back the 90º and playing over.
Creating a Smoothly Continuing Animation
Lets get the result we want by changing the out-of-range type.
- 1. Select the rotation track again.
- 2. Click the Parameter Curves Out-of-Range button.
- 3. This time, choose the Relative Repeat type.
- 4. Play the animation. This time the animation repeats
relative to where it ends. This means that the second cycle of animation
turns the blades another 90º tacked on to the first 90º. At
the end of the second cycle, the blades have rotated 180º; the
third cycle will add another 90º, and so forth.
Using Dummy Objects
Dummy objects (also called nulls) are a special type of object
used in animation and hierarchical chains. You may recall that a dummy
object is a type of helper object, an object that doesnt appear
in the render. Dummy objects are used for a variety of reasons and purposes.
They function as reference points for other objects, provide ways of breaking
down motion into more easily animatable components, and act as storehouses
of information to relay to another link or expression.
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| NOTE Dummies
can be animated like any other object in MAX.
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Using dummy objects can be very simple in some cases, or mind-boggling
in a complex hierarchical animation. As with most things in 3D animation,
its best to start with simple cases and work on understanding what
is happening in these before building up to the very complex. Lets
look at some common uses of dummies. (Gee, sounds like the setup for a
Dilbert cartoon...)
Providing
a Handle
Say you want to animate a characters eye movements. Rather than
try to animate the rotation of each eye independently, you could assign
Look At controllers to the eyes and assign a dummy as their target. The
dummy will then function as a handle to drag the focal point of the eyes
around as desired. This is exactly the function of the target of a target
camera or target spotlight.
Another version of this is linking an object or sub-object to a dummy.
The dummy can be used as an end effector in an IK chain or
as a handle for controlling a sub-object selection.
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| TIP Almost any
object in MAX can be linked to a dummy object, including lights, meshes,
patches, NURBS, and other dummies.
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© 2000, Frol (selection,
edition, publication)
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