Professional Documents
Culture Documents
Animation
AUTODESK
®
3DS MAX
®
9
Autodesk® 3ds Max® 9
© 1990-2006 Autodesk, Inc., and/or its licensors
All rights reserved.
All user documentation ("User Documentation") contains proprietary and confidential information of Autodesk, Inc., and/or its licensors. The User
Documentation is protected by national and international intellectual property laws and treaties. All rights reserved. Use of the Documentation is
subject to the terms of the software license agreement that governs the use of the software product to which the User Documentation pertains
("Software").
This publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose.
Autodesk, Inc., reserves the right to revise and improve its products as it sees fit. This publication describes the state of this product at the time of its
publication, and may not reflect the product at all times in the future.
AUTODESK, INC., MAKES NO WARRANTY, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED
WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS, AND MAKES
SUCH MATERIALS AVAILABLE SOLELY ON AN "AS-IS" BASIS.
IN NO EVENT SHALL AUTODESK, INC., BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE OR USE OF THESE MATERIALS. THE SOLE AND EXCLUSIVE
LIABILITY TO AUTODESK, INC., REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE
MATERIALS DESCRIBED HEREIN.
Autodesk Trademarks
The following are registered trademarks of Autodesk, Inc., in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds
Max, ActiveShapes, Actrix, ADI, Alias, Alias (swirl design/logo), Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD LT, Autodesk,
Autodesk Envision, Autodesk Inventor, Autodesk Map, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSketch, Backdraft, Buzzsaw, Can
You Imagine, Character Studio, Civil 3D, Cleaner, Combustion, Constructware, Create>what’s>Next> (design/logo), DesignStudio, Design|Studio
(design/logo), Design Your World, Design Your World (design/logo), EditDV, Education by Design, FBX, Filmbox, Gmax, Heidi, HOOPS, HumanIK,
i-drop, IntroDV, Kaydara, Kaydara (design/logo), Lustre, Maya, Mechanical Desktop, ObjectARX, Open Reality, PortfolioWall, ProjectPoint, Reactor,
Revit, SketchBook, Visual, Visual Construction, Visual Drainage, Visual Hydro, Visual Landscape, Visual Roads, Visual Survey, Visual Toolbox, Visual
Tugboat, Visual LISP, Voice Reality, Volo.
The following are trademarks of Autodesk, Inc., in the USA and other countries: AliasStudio, AutoCAD Learning Assistance, AutoCAD Simulator,
AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk Insight, Autodesk Intent, AutoSnap, AutoTrack, Built with ObjectARX (logo),
Burn, CAiCE, Cinestream, Cleaner Central, ClearScale, Colour Warper, Communication Specification, Content Explorer, Dancing Baby (image),
DesignCenter, Design Doctor, Designer’s Toolkit, DesignKids, DesignProf, DesignServer, Design Web Format, DWF, DWG, DWG Linking,
DWG (logo), DWG TrueConvert, DWG TrueView, DXF, Extending the Design Team, GDX Driver, Heads-up Design, Incinerator, LocationLogic,
MotionBuilder, ObjectDBX, PolarSnap, Powered with Autodesk Technology, Productstream, RealDWG, Real-time Roto, Render Queue, Showcase,
StudioTools, Topobase, Toxik, Visual Bridge, Visual Syllabus, and Wiretap.
Third-Party Trademarks
clothfx is a trademark of Size8 Software, Inc. mental ray is a registered trademark of mental images GmbH licensed for use by Autodesk, Inc. RE:Flex is
a trademark of RE:Vision Effects, Inc. Intel is a registered trademark and the Intel Optimizer Logo is a trademark of Intel Corporation, used under
license. Havok is a trademark or registered trademark of Havok.com, Inc. or its affiliates in the United States and/or in other countries. All other brand
names, product names, or trademarks belong to their respective holders.
GOVERNMENT USE
Use, duplication, or disclosure by the U.S. Government is subject to restrictions as set forth in FAR 12.212 (Commercial Computer Software-Restricted
Rights) and DFAR 227.7202 (Rights in Technical Data and Computer Software), as applicable. Manufacturer is Autodesk, Inc., 10 Duke Street,
Montreal, Quebec, Canada, H3C 2L7.
PATENTS
Protected by one or more of U.S. Patent Nos. 5,287,408, 5,594,856, 5,731,821, 5,751,829, 5,760,716, 5,956,031, 5,986,657, 5,995,107, 6,034,695,
6,061,067, 6,064,394, 6,072,498, 6,081,624, 6,122,391, 6,144,385, 6,184,901, 6,195,098, 6,262,742, 6,313,842, 6,323,879, 6,363,503, 6,366,283, 6,396,420,
6,411,297, 6,463,180, 6,473,081, 6,487,322, 6,525,730, 6,650,339, 6,683,620, 6,714,194, 6,760,022, 6,762,757, 6,768,486, 6,888,542, 6,889,374,
6,947,058; and patents pending.
Animation
You need to make the ball rise up to its original The ball goes up and down. Since the first and
position at frame 30. Instead of moving to last frames are the same, the animation appears
frame 30 and moving the ball back up in the air, to cycle as it plays.
you’ll use an alternate method. The ball moves, but it doesn’t have “bounce”
Tip: You can zero the Z coordinate (or any other yet.
spinner) by right-clicking the spinner arrows. 14. Stop the animation playback.
7. Put your mouse over the time slider’s frame 3ds Max made decisions on how the
indicator (the grey box that currently reads in-betweens are being distributed. Right now
15/100 and right-click. they are evenly distributed so the ball has no
The Create Key dialog appears. acceleration. It doesn’t speed up or slow down;
it just floats along with no sense of weight.
8. In the Create Key dialog, change the Source to 0
and the Destination to 30, then click OK. You need to simulate the effect of gravity so that
the ball slows to a stop at the top of its bounce,
This copies the key from frame 0 to frame 30.
speeds up as it approaches the table, and then
9. Click Play Animation to play the bounces up again. To accomplish this, you’ll
animation, or drag the time slider back and use the key interpolation curves available on
forth between frames 0 and 30. the Curve Editor. You’ll also use the Ghosting
feature to help visualize what the interpolation
The ball moves down and up between frames 0
curves are doing.
and 30, and stays up in the air between frames
30 and 100.
determine the position in space of the in-between 6. In the Controller window on the left, click to
frames. Ghosting will let you see where the select only the Z position track.
in-betweens are being positioned. Note: If you don’t see the Z Position track, click
the plus icon to the left of the Sphere to expand
Using ghosting to visualize in-betweens:
the Sphere’s tracks. If you don’t see a plus icon,
1. Move the time slider to frame 15. right-click and choose Manual Navigation, then
2. From the Views menu, click Show Ghosting to hold down ALT and right-click, then choose
turn on this feature. Expand from the quad menu.
The ghosting feature shows object positions There are a lot of possible configurations in the
before the current keyframe in an aqua color. Curve Editor, so you may encounter variations
3. Go to Customize menu > Preferences > from the standard.
Viewports tab, and set Ghosting Frames to 4 Now the only curve displayed in the Keys
and set Display Nth frame to 3. Click OK to window is the one you want to work on.
exit the dialog.
The viewport displays the ghosting. Function curve for bouncing ball Z position
4. Play the animation, and then stop. 9. On the Track View toolbar, click Set
Tangents To Custom.
5. Now, to control the in-betweens, right-click the
ball in the viewport and choose Curve Editor. If you look carefully you’ll see a pair of black
tangency handles have appeared on the curve.
The Function Curve Editor is displayed across
the top two viewports. 10. Hold down the SHIFT key and drag the left
handle on the left upwards in the Key window.
The Curve Editor is composed of two windows, The SHIFT key allows you to manipulate the
a Controller window on the left that shows the left handle independently from the right.
names of tracks, and a Keys window on the
right that shows keys and curves. The curve now looks like this:
256 Chapter 3: Animation
You’ll see the dummy shift position so it is You don’t want to move in any other axis, since
aligned to the sphere. the dummy is already centered properly in the
Next, you’ll align the dummy’s pivot point with other axes.
its base, and you will position the dummy so Tip: You can increase the size of the transform
that it sits on top of the box. The idea is to gizmo by pressing the = key repeatedly until
set up the dummy so that its pivot point will the gizmo is the size you want.
match where the ball bounces. Then placing
the dummy on any frame in time will ensure
the correct alignment.
You just linked the ball to the dummy. Now you’re ready to animate the dummy. You’ll
You can also create linkages in Schematic View. use simple Auto Key animation first, just so you
For something this simple, it’s easier to link can understand the process.
directly in the viewport.
Animate the dummy:
When you’ve created a linkage, it’s a good idea
1. Grab the divider lines between the viewports
to test it out to make sure you did what you
and drag them so the perspective viewport is
think you did.
wide screen.
Verify that you’ve created the hierarchy: 2. Turn on Auto Key
Dummy at frame 0
Animating with Dummy Objects 261
Dummy at frame 15
You just set two keys for the dummy, one at the
start location at frame 0 and a second at frame
15.
7. Go to frame 30 and move the dummy again to Trajectory display for the ball
the right of the box, so the ball continues to
bounce away, rather than straight up in the air. 12. Play the animation.
You see the ball bouncing onto the box and off,
following the trajectory.
in a large change in the animation. You can While working with Multiplier curves, if you’re
counteract this by zooming in on the multiplier not sure you like the results, you can just turn
track. them off. Select the Multiplier curve in the
Controller window, then on the Curves menu
4. On the Navigation: Track View toolbar choose On/Off.
(at the lower right of the Keys window), click
7. Click Zoom Horizontal Extents on in the
the Zoom Region button. Drag a zoom region
Navigation toolbar to see the entire curve again.
window around the key at frame 240 on the
multiplier track.
5. On the Settings menu, turn on Interactive Using the Dope Sheet Editor
Update.
Track View also has a mode called Dope Sheet,
which lets you work with keys and ranges. In this
6. On the Track View toolbar click Move lesson, you’ll use the range function to make your
Keys to turn it on, then move the multiplier key animation go faster. You’ll also use the Time tools
downward, while observing the effect on the to reverse your animation.
trajectory in the Perspective viewport.
Speed up the animation:
The bouncing ball doesn’t have enough pep. To
speed up the animation, you’ll use Edit Ranges in
Dope Sheet mode.
1. Continue from before or open bounce_
Lowering the multiplier curve shows effect on Z position
curve in Keys window multiplied.max.
2. Select the dummy object in the viewport. Then,
Don’t move it below the horizontal zero value, on the Graph Editors menu, choose Track View
or you will get some strange effects. — Dope Sheet.
7. Play the animation. Tip: You can easily reverse the playback of an
animation using controls found in the Time
The animation plays faster. The ball continues Configuration menu. But if you need to actually
bouncing at the end of the animation. There reverse the keys, this is the technique to use.
are several different ways you could correct this.
You could try to use an ease curve to stop the
animation, or create keys from the out-of-range Using Weighted List Controllers
curve, and then delete the keys. Or you can set
the active time segment to 100 frames. There are many different animation controllers
in 3ds Max. Each one has its own attributes,
8. Click the Time Configuration button strengths, and uses. Each one has techniques
beneath the animation playback controls. associated with it. Controllers can be combined
9. Change the Animation End time to 100. using weighted list controllers. By changing or
animating the weights of controllers in a list, you
Reverse time: can adjust each controller’s effect, and animate in
a nonlinear way. Here, you’ll learn to animate the
You can reverse the animation by using the Time
weights and to see what they can do.
tools available in Dope Sheet mode. It’s easy to do.
Use the Weighted List controller:
1. On the Keys Dope Sheet toolbar, click With the Position List controller, you can add
Edit Keys. other controllers on top of the Bezier Position
Using Weighted List Controllers 265
controller you already have. Here you will add or from the Animation menu. You’ll use the
a Noise controller to layer the animation of a Animation menu to assign the controller, and
Ping-Pong ball. the Motion panel to edit the weights.
1. Choose File > Open to load pingpong_ 5. On the Animation menu (not on the Motion
volley.max. panel), choose Position Controllers > Noise.
A Ping-Pong ball and table are visible. The viewport trajectory changes into a frenzied
Tip: If the texture on the table looks wrong, red spline. Don’t worry, this is correct.
right-click the Perspective viewport label and
choose Texture Correction.
The new Noise Position track appears below 5. Play the animation
the Bezier Position track. The old animation The Noise is now less jittery, in fact barely
has not been replaced; instead, the new Noise visible. You need to weight the controllers so the
controller has been added to it. noise doesn’t affect the bouncing until frame
If you play the animation, the ball flies all over 201, and to turn off the position controller after
the place. It is following the position controller frame 200.
tracks and the noise controller tracks. This
probably isn’t what you want here. You will Animate the weights:
need to adjust the noise parameters and the
weighting of the controllers. 1. Turn on Auto Key.
9. In the Position List, select the Bezier Position You can open pingpong_layered_
layer, then right-click the Weight spinner to set animation.max to compare your work
the value to 0 and set a key. with a completed tutorial file.
This removes the bouncing from this point on.
Summary
In these Animation tutorials you have been
introduced to the techniques of creating
animation. You have learned to animate a
bouncing ball using the Auto Key button
Flex modifier creating squash and stretch and transforms. You have learned to control
in-betweens using key interpolation and ghosting,
Use the Flex modifier to generate squash and stretch: and how to loop animation using Track View
1. Open pingpong_layered_animation.max and
controls. You’ve learned about animating with
select the Ping-Pong ball. dummy objects, using the Dope Sheet editor and
Flying a Spacefighter 269
In this tutorial, you’ll animate a spacefighter to This scene includes the following:
make it fly along a simple path by using the path • A spaceship named SpaceFighter.
constraint. You’ll also learn how to blend paths. • A path, Path01.
Skill Level: Beginner to Intermediate • A (hidden) camera named SpaceCam.
Time to complete: 1 hour
Assign a path constraint:
Blending Paths
So far, you’ve worked with a single path. 3ds Max
allows you to blend multiple paths, which can
result in some interesting motion effects.
8. Click the barrelroll dummy and rotate it around Position controller with default Weight settings
the Y-axis to about 180 degrees and click the of 1.0.
Set Key button.
Note: If you’d like to be precise, you can enter
the rotation in the Y-axis type-in field on the
status bar.
A Wingman in Trouble
While the FlightLeader is performing stunts,
Wingman01 seems to be having some trouble. He
doesn’t seem to be flying as smoothly as the others. 4. Play the animation and note the erratic flying
In this exercise, you’ll use the Noise Controller of Wingman01.
to add some turbulence to Wingman01 flight 5. Stop the playback and change the Weight of the
dynamics. Continue from the last lesson or load Noise Position controller to 25.
flyingspacefighter06.max. Now the flight path of the Wingman01
Note: If you continue from the last lesson, make spacefighter is affected by slight battle damage.
sure the time slider is back on frame 0 (zero). 6. Save the scene as MyFlight04.max.
Add turbulence:
A Wingman is Called Away
1. In the Top viewport, use Region Zoom to Now it looks like Wingman02 has received a
view the three spacefighters, if you haven’t done transmission and is being ordered to peel off
so already. and fly somewhere else. You’ll revisit the Link
You might have to do a Zoom Extents first, then Constraint to make Wingman02 follow the
a Region Zoom to see the three fighters. FlightLeader for a little while then take off on
another path. Continue from the last lesson, or
2. Select Wingman01.
load flyingspacefighter07.max.
3. On the Animation menu, choose Position
Controllers > Noise. Alter course for Wingman02:
Doing this automatically adds a List Controller 1. Reset your time slider to frame 0 (zero) and
to the Wingman01. The Position List contains zoom to the trio of spacefighters in the Top
the original Linear Position and the new Noise viewport.
Animating the Spacefighter with Constraints and Controllers 279
Wingman02 will work as it did before, but the 3. Use Select And Move to position wingmanroll
link constraint will give you the flexibility to next to Wingman02.
have it follow a different path. Watch the Front and Right viewports to help
3. Move the time slider to frame 45 and click the you position it. This will help you keep the
Add Link button in the Link Params rollout on objects in your scene organized.
the Motion panel.
4. Click the WingmanControl dummy. 4. Click Select And Link and link
You will see WingmanControl is added to wingmanroll to WingmanControl.
the Target list, and when Wingman02 gets to 5. From the Tools menu, choose Align, and click
frame 45, the spacefighter begins to follow the WingmanControl.
WingmanControl dummy on the other path. The Align Selection (WingmanControl) dialog
5. Save the scene as MyFlight05.max and play the appears.
animation.
you can zoom out to see both moons during • Click OK to accept the settings.
playback.
15. Return the time slider to frame 0 before
continuing.
10. Turn off the Auto Key and save your work as
MySpaceStation01.
To create an incrementally saved file, use the
While you still have the paper selected, you’ll 2. On the toolbar, turn on 3D Snap.
make one more change.
Tip: You can also press S to turn snap on and
off during creation operations.
288 Chapter 3: Animation
You can see the flat line segments that are used Right-click to finish.
to create the splines, particularly obvious in
the tail of the Y. Don’t worry about these, you 2. Right-click the viewport to turn off the Line
can increase the segmentation later to create Shape tool.
a smoother line. 3. Save your work. On the menu bar, choose File
> Save. Name your file my_write_on.max.
Create sharp corners:
1. When you want to create a sharp corner, just
click, rather than clicking and dragging. For Animating the Pen on the Path
example, when you come to the letter e, you’ll
need a sharp corner, as well as in the letter s. To Now that you’ve drawn the path on the paper, you
stop creating line segments, right-click. can animate the pen using a path constraint.
290 Chapter 3: Animation
until the corners of the letters “e” and “s” line Keyframe the stretch:
up with Line01. 1. Turn on the Auto Keybutton. Set the Stretch
to 0.1.
2. Move to frame 100, then adjust the stretch so it
coincides with the end of the pen. Try a Stretch
value of about 4.4.
3. Move the time slider to frame 0, and play the
animation.
You’ll notice the line and the pen are not in
perfect synchronization.
4. Move to frame 10 and adjust the Stretch value
of the path so the line meets the end of the pen.
Tip: Use the spinner to adjust the Stretch value.
5. Repeat at 10 frame intervals until you get to
16. Activate the Perspective viewport, then move frame 100. Play the animation again.
the Cylinder down slightly to finish aligning the 6. To get it just perfect, go back to frame 0 and
object with the path. then move forward in time using the > key.
Note: Depending on how you drew your line, Whenever you see the path out of sync, adjust
you may have to make adjustments to get the the Stretch value and set a key. The keys will be
object to line up with the path. You can make visible on the track bar. You’ll probably need to
adjustments visually until it is correct. set keys every 5 or 10 frames.
Tip: There are more mathematical ways to
approach this process, such as applying a
Normalize Spline modifier to the line, but for
an artist this method gets the job done using
visual means.
7. Unhide the paper, and hide Line01, then play
the animation.
Summary
In this tutorial, you have learned to create
animation using path deform. You have learned to
draw a line on an object by snapping to faces, then
use that line as a path for the animation of the pen.
The same line was used as the path deform path
to create the illusion of the line being drawn on
the page. By animating the stretch parameter and
synchronizing it with the animation of the pen,
the illusion is complete.
Creating Explosions
In this tutorial, you’ll hit an asteroid with a glowing
laser blast, blowing the asteroid to bits and creating
a fiery explosion.
Features covered in this tutorial A dotted line in the viewport shows the laser
blast’s trajectory.
Doing this tutorial you will learn to:
• Use material effects channel ID’s.
• Use animated opacity mapped plane objects to
simulate an explosion.
• Use particle array fragmentation.
• Set visibility keys.
• Add motion blur.
• Use render effects glows and blurs.
Tutorial Files
All the files necessary for this tutorial are provided
on the program disc in the \tutorials\space
directory. Before starting the tutorials, copy
the \tutorials folder from the disc to your local
program installation. Move the time slider to frame 0, then play the
animation in the camera viewport.
The laserblast moves to the asteroid and stops.
Animating the Laser Blast
You’ll find the files for this tutorial in the
\tutorials\space directory. Creating a Material for the Laser
Blast
Animate the laser blast:
Now you’ll create a glowing material for your laser
1. Open exploding_asteroid1.max.
blast.
This scene already has an asteroid as well as a
thin box object named laserblast. Create a material for the blast:
2. Press H on the keyboard to Select By Name.
Highlight laserblast in the list and click Select. 1. Open the Material Editor and move it so
you can see the camera viewport.
Now the laserblast object is selected. It’s not
very easy to see it in the viewport. 2. Move to frame 8 so you can see the laserblast
clearly in the camera viewport.
3. Turn on Auto Key and move the time 3. In the Material Editor, select an unused sample
slider to frame 10. sphere and name its material laserblast
material.
4. In the Top viewport, move the laserblast
along the Y axis until it comes in contact with 4. Click Assign Material To Selection.
the asteroid.
5. Turn off Auto Key.
296 Chapter 3: Animation
Tip: If the laserblast object is no longer selected, 2. Activate the Camera viewport and move the
you can drag the material from the sample slot time slider to frame 0.
into the viewport and onto laserblast.
5. In the Blinn Basic Parameters rollout > 3. Select And Move the asteroid down in
Self-Illumination group, turn off the Color the Z axis approximately 135 units, or until it
check box. Set Self-Illumination to 100. is positioned just inside the camera’s view.
Self-illumination makes a material appear to
glow. Self-illuminated materials have a flat,
unshaded look.
6. Click the Diffuse color swatch.
The Color Selector dialog is displayed.
Adjust the color to R:255, G:114, B:0, and click
Close.
The color of the material is a pumpkin orange.
Later in this tutorial, you’ll use the channel 6. Turn off Auto Key.
number to create a glow.
7. Play the animation.
2. Close the Material Editor.
The asteroid now tumbles until it’s hit by the
laser blast.
Animating the Asteroid
Now you’ll animate the asteroid so it tumbles
before it’s hit by the laserblast.
Frame 10
4. Go to the Create panel > Geometry
8. Save your work as myrotating_asteriod1.max. > Standard Primitives category. On the Object
Type rollout, click Plane.
5. In the Front viewport, drag a plane over the
Creating a Plane for the Explosion asteroid.
Now that the asteroid and laserblast are animated,
it’s time to create the explosion that will blow it up.
There are several different ways you can create an
explosion in 3ds Max. One technique is to use an
animated map. This allows you to apply a movie of
a real explosion to a simple planar object.
Setup:
• Continue working with the previous file or
open rotating_asteroid.max.
Create a plane:
6. In the Name And Color rollout, change the
1. Move the time slider to frame 10 if it’s not name to Explosion Plane01.
already there. 7. In the Parameters rollout, set the Length and
2. Right-click to activate the Front viewport, Width of the plane to 300.0. Set the Length and
and then press Alt+W on the keyboard to Width Segs (segments) to 1.
maximize the viewport. The size and complexity of the Plane update
in the viewport.
3. Use Zoom and Pan to navigate the
viewport so the asteroid is in or near the center 8. Right-click in the viewport, and press Alt+W
of the view. to return to four viewports.
298 Chapter 3: Animation
2. In the Material Editor, open the Maps rollout. This turns on a checkered background that
3. Click the Opacity map button (it is initially helps you visualize the opacity mapping.
labeled “None”), and in the Material/Map
Browser, choose Bitmap.
4. Use the Select Bitmap Image File dialog to
choose herculesm.avi. Click Open.
The file herculesm.avi is a black-and-white
mask of the animated explosion. Using the
map’s alpha channel, the Opacity map makes
the plane invisible and allows only the explosion
to appear in the scene.
The plane doesn’t move with the asteroid. In this topic, you’ll make a copy of the explosion
That’s okay, because you need the plane only at plane, and set the copy in front of the asteroid.
the point where the explosion occurs. With two planes, the asteroid appears to be in the
middle of the explosion, rather than in front of it.
Here you’ll set the timing so the animated 1. If it’s not already selected, select Explosion
explosion doesn’t start until impact at frame 10. Plane01. Press the Spacebar to lock your
selection.
Set the timing: 2. On the toolbar, open the Reference Coordinates
1. Go to Material Editor > Maps rollout, and System list, and choose Local.
select the Diffuse map button, which is now
identified as hercules.avi.
2. Scroll down and open the Time rollout.
3. Change the Start Frame setting to 10.
4. In the End Condition group, choose Hold.
5. A Clone options dialog is displayed. The The two planes are hidden from view.
program has automatically named the new 4. Save your scene as myexplosion2.max.
plane Explosion Plane02. Leave the settings at
their default, and click OK.
Note: The copy of the plane is now selected, and Breaking the Asteroid into Flying
the Selection Lock Toggle automatically turns Pieces with Particle Array
off.
At this point, the asteroid, laserblast, and explosion
Set the new plane’s properties, and make a named are all animated. Next, you’ll add particles to
selection set: simulate the asteroid breaking up as it explodes.
1. Right-click the new plane and choose
Setup:
Properties. In the Display Properties group
turn on See-Through. Click OK. • Continue working with the previous file or
open exploding_asteroid_with_2planes.max.
The cloned explosion plane now lets you see
through it in the viewport. This doesn’t affect Create a particle system in the scene:
the rendering.
1. Go to Create panel > Geometry
and choose Particle Systems from the
drop-down list.
2. In the Object Type rollout, click PArray.
3. Click and drag to create a PArray particle gizmo
in the Top viewport.
You can now reselect the two planes at any 4. In the Basic Parameters rollout, click Pick
time by choosing this name from the Named Object, and then click the asteroid in a
Selection Sets drop-down list. viewport.
3. Right-click the selected planes and choose Hide The name of the asteroid, in this case Sphere01,
Selection from the quad menu. is displayed below the Pick Object button to
Breaking the Asteroid into Flying Pieces with Particle Array 303
in the scene. To make the explosion seem more 2. If necessary, set the Value to 1.0.
realistic, the original object needs to disappear as 3. Change the Out interpolation to Stairstep.
it explodes.
Setup:
• Continue working with the previous file, or
open exploding_asteroid_with_particles.max.
The single image shows you what the effect group, make sure that Apply is on, and that
will look like so far. Verify that the asteroid is Duration (Frames) is set to 0.5.
invisible, and that only the particle fragments This will create a motion blur that is not too
and the explosion planes are rendering. blurry.
6. At the bottom of the dialog, click Render to test
the result.
3. Move the time slider to frame 7. Put a light inside the asteroid:
1. Move the time slider to frame 10.
4. Activate the Camera viewport and click
Render Scene on the main toolbar. This puts the asteroid in the center of the frame.
Setup:
Adjust the glow settings:
• Continue working from the previous lesson, or
1. Scroll down to the Glow Element rollout, and open exploding_asteroid_with_laserglow.max.
in the Name window, rename the glow effect
laser glow. Add a glow effect:
2. Change Size to 0.1 and Intensity to 250. 1. Choose Rendering > Effects, and highlight
Lens Effects in the Effects list.
3. In the Radial Color group, click the white color
swatch and change the color to orange (R: 235, 2. On the Lens Effects Parameters rollout, choose
G: 120, B: 60). Glow once again in the list window on the left
and click the right-pointing arrow.
4. Click the Options tab.
310 Chapter 3: Animation
12. Add another key at frame 12. Right-click the 2. On the Pixel Selections panel, turn off Whole
key and set its value to 75.0. Image, and turn on Object ID.
13. Add another key at frame 30. Right-click the 3. In the Object ID controls, use the spinner to
key and set its value to 0. change the ID to 2, then click the Add button.
14. Set the interpolation to Linear for the Out value The number 2 appears in the Object ID list.
keys at frame 9, the In and Out values for frame 4. Activate the Camera01 viewport and drag the
12, and the In value for frame 30. time slider to frame 33.
5. In the Effects rollout, click Update Scene to
preview the result.
The radial blur is added to the image.
Adding Streaks with Radial Blur 313
created explosion planes with animated opacity Features Covered in This Tutorial
mapping. You’ve created exploding fragments
In this tutorial, you will learn how to:
using PArray objects, and learned to set visibility
keys. Finally you’ve used Render effects and • Create Free and Target cameras.
motion blur to complete the shot. • Adjust the animation length for a suitable
camera motion.
• Apply a path constraint to a camera.
• Use Set Key to animate the camera target.
Animating a Walkthrough Tutorial Files
All the necessary files for this tutorial are provided
Animating a Walkthrough on the program disc in the \tutorials\walkthrough
directory. Before starting the tutorials, copy
When you create a camera in 3ds Max, you can
the \tutorials folder from the disc to your local
“fly” that camera through your scene, whether that
program installation.
scene is an interior or an exterior design. You can
use the camera to explore your virtual conception,
and see if you actually end up with what you
Creating a Walkthrough
thought you designed. You can also present your
walkthroughs to your clients and colleagues. Set up the lesson:
3ds Max provides you with a variety of methods to • Open the great_wall_start.max file from the
create a walkthrough animation. In this tutorial \tutorials\walkthrough folder.
you’ll learn a simple method of placing a camera Tip: If the Units Mismatch dialog displays,
on a path. choose Adopt The File’s Unit Scale and then
click OK.
Note: For a comfortable walking pace in 2. Click anywhere in the Front viewport to create
architectural walkthroughs you’ll need about a the camera.
second to travel every three feet of distance. For
3. On the Name and Color rollout, rename the
a jog or a fast run, you can go as fast as nine feet
camera FreeCam.
per second. In NTSC format, that translates
into 30 frames for every nine feet of distance
traveled, or 3,000 frames for 900 feet.
This positions the target near the second tower. 21. Press Shift and drag the key you just created
14. Press Shift and drag the key you just created to frame 2963.
to frame 1820. 22. Click Play to view the result in the
This holds the target at the second tower while TargetCam viewport.
the camera approaches it. The target moves ahead of the camera to the
15. Move the time slider to frame 1964. points of interest along the way.
16. Position the target at –235,250,82. 23. Turn off Auto Key.
24. Right-click in the Top viewport to make it
active.
This lowers the target’s position along the Z Working with Animation Tracks
axis to accommodate the drop in the path just
after the second tower. In this tutorial, you will animate the second,
minute and hour hands of a clock. You will learn
19. Move the time slider to frame 2534.
how to create keyframes in a variety of ways and
20. Position the target at –273,520,197. prepare a set of animation tracks for later recall.
Working with Animation Tracks 319
11. Click the second key and set its time to 1 and
value to –6.
Working with Animation Tracks 321
Copying Controllers
2. Move the time slider to frame 60. In this sequence you’ll animate the hour hand by
3. Open the Select by Name dialog and select the copying and adjusting the controller from the
minute hand. minute hand.
1. Open Watch3.max or continue with your
4. Click Auto Key.
current file.
2. Right-click in the viewport and select Curve
5. Click the Rotation tool. Editor.
6. Enter –6 in the Z transform field and press
3. Choose Hands from the Track Set list.
Enter .
Tutorial Files
All the files necessary for this tutorial can be found
on the program disc in the \tutorials\controllers
directory. Before starting the tutorials, copy the
3. Click OK to close the time configuration dialog. \tutorials folder to your local program installation.
4. Drag the time slider to view the animation. One
Using the Limit controller:
hour elapses over the course of the animation.
1. Open TreasureChest.max from the
Summary \tutorials\controllers directory.
In this tutorial, you learned how to animate the 2. Select the Top object.
second, minute and hour hands of a clock. You
also learned how to create keyframes in a variety
of ways and prepare a set of animation tracks for
later recall.
Summary
In this tutorial, you learned to use the Limit
Controller to limit the range of another controller.
In this case, you limited the rotation controller
assigned to the lid of the treasure chest.