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Mastering
3D Studio MAX R3 |
If you click the Motion Flow Mode button, and then click Show Graph under
the Motion Flow section, you will bring up a dialog box that looks like
Figure 7.19.
FIGURE
7.19 Motion Flow Graph dialog box
| To make icons for clips, click
the Create Clip button and then click in the graph area. Switch to the
Select Clip tool, right-click the clip icons, and assign motion files
to the clips. These can be motion capture files that come with Character
Studio or biped motions that youve saved yourself. To make a script,
click the Define Script button (pictured at left) under the Motion Flow
Script section.
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| Click the clips in the graph
in the order that you want them to play. You now have a motion script
that you can simply play in the viewport (while in Motion Flow mode),
save out as a script file, or export as a motion file. Selecting a
clip in the script window allows you to click the Edit Transition
button to edit the length and nature of the transition between the
two clips.
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| To export the whole script
as an editable biped motion file, click the Save Segment button just
underneath the Mode buttons. You will need to enter the end frame
of the animation. This will create a .bip file that
you can load outside of Motion Flow mode and edit.
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The Physique
Modifier
Physique allows a hierarchy to deform a mesh, much like the examples
of Linked XForm and Skin we looked at earlier. To deform a single mesh
with a biped, you need to apply the Physique modifier while in Figure
mode. In the Modify tab of physique, click the Attach to Node button,
then pick the biped. If you link extra MAX Bones to the biped, you need
to keep the Animate button on while positioning the biped in Figure mode.
This sounds very simple, but the real work of using Physique is adjusting
all the envelopes so that they affect the areas of the mesh they are supposed
to affect, and only those areas. For difficult vertices in an area where
envelopes overlap, for example, assign the vertices to a specific link
or links and type in an absolute weight for each link. Explaining this
process in full detail is beyond the scope of this book. Anyone who tells
you that its trivial will probably also want to sell you a nearby
bridge. Youve been introduced to it and now know where to start.
Check out the tutorials that come with Character Studio.
Layered Motion
Another great feature of Character Studio is the ability to layer motions.
This means that you can have a base motion in one layer with an offset
to the animation in a separate layer. You can later collapse the layers
into one. Again, its important to know that this feature exists
so that you know where to look when youre developing your skills
in Character Studio.
Summary
In this chapter, we have looked into some of the complexities of animation
in MAX. We discussed the general principles needed to increase your animation
skills. We talked about how to use the Track View to create keys and edit
their values, to move and copy keys, and to change the interpolation between
keys. You learned how the different interpolation settings affect the
shape of the function curve of a parameter and what this means to the
resulting animation. We explored different uses of dummy objects for animating,
as well as the basics of forward and inverse kinematics. Finally, you
were introduced to the complex hierarchical systems of MAX Bones and Character
Studio.
In the next chapter, you will learn about materials, specifically the
Material Editor; common material types; as well as map types, including
2D, 3D, compositors, and reflection.
© 2000, Frol (selection,
edition, publication)
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