3DS Max Trackview

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A brief introduction to the 3DS Max trackview

A brief introduction to the 3DS Max trackview

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Transcript

  • 1. UNDERSTANDING 3D
    • Time and Motion in 3D
  • 2. Animation in 3D
    • Animation in 3D
    • Time
    • Distance
    • Keyframes
    • Timing and motion
  • 3. Time in 3D
    • Time in 3D is set by the user, from a 10 frame animation to 10,000 frame animation.
    • Frame rate is important in relation to time
    • Frame rates in the UK are generally 25 frames per second or 50 frames per second (fps)
  • 4. Resolution
  • 5. Time Slider
    • Movement over frame is controlled by the time slider.
  • 6. Time Configuration
    • You can set the number of frames, up to your desired amount and set the frames per second through the time configuration utility.
  • 7. Time Configuration
    • This is set for 30 Frames at 25 frames per second
  • 8. Pivot Placement
    • All transforms, move rotate and scale of an object is applied to the pivot of the object
    • If the pivot is centred to the object, it will rotate around the centre.
    • Your first example will be bouncing a ball so move the pivot to the bottom of the sphere.
  • 9.  
  • 10. Animation
    • Animation is created over time, by changing the frame, moving the object and creating a keyframe.
  • 11. Autokey
    • Autokey sets a keyframe everytime you move the time slider and move your object
  • 12. Adding keyframes
    • Move the time slider to frame 0
    • Move your object where you want the animation to begin
    • Change the timeslider to frame 10, then move your object
    • Change the timeslider to 20 and move your object
    • Play the animation
  • 13. animation
    • As you move and object and create keyframes, your animation is created.
    • The motion may not be what you want, to control timing of motion you must use the track view and f-curves.
  • 14. Track View
    • Track view is under menu item graph editor
    • The track view is a visual display of your object’s movement over distance
    • You can see the keyframes and make adjustments to them.
    • You can adjust the tangency of the f-curves as they enter and leave keyframes to control the timing of your object across the distance it is travelling
  • 15. Track View
    • The track view gives you a visual representation of the animation. In the track view you can edit key frames and adjust the function curves to control the timing of your animation.
    • In the track view you can edit animation keys for Transforming Position, Rotation and Scaling.
    • You can also animate materials add camera shake, and other parameters of your scene.
    • You can also assign animation controllers.
  • 16. Track View
    • The hierarchy view every object, parameter, material etc that can have adjustments over time
  • 17. Track View
    • The Track view lets you control the timing of an object between keyframes
  • 18.  
  • 19. Function curves
    • You adjust the timing of the animation by adjusting the tangents, how the curve enters or leaves a key frame
    • Linear
    • The object will move at an even speed from the beginning to the end of the animation.
  • 20. Function Curves
    • Set tangents to fast
    • To have the animation start fast
    • Select the first Keyframe and set tangents to fast
  • 21. Function Curves
    • Set tangents to slow
    • To have the animation end slow
    • Select the end keyframe and set tangents to slow
  • 22. Function Curves
    • Adding keys to the f-curve
    • Insert keyframes on the function curve
  • 23. Function Curves
    • You can add custom tangents which give you bezier control handles
  • 24. Editing the timing and motion in the track view
  • 25.  
  • 26. Track View
    • The Z position shows a curve that controls the up and down motion of the ball
    • A bouncing ball does not have smooth characteristics of movement
  • 27. Bouncing a Ball
    • It arcs down, bounces sharply and accelerates away
    • A bouncing ball comes down more sharply, and when it hits the ground it quickly bounces up and away
  • 28. Bouncing a ball, track view
    • Once you set custom tangents you can see bezier control handles to adjust the curve
    • Right now the tangent handles move together, to break tangency, hold shift on one of the bezier handles.
  • 29. Bouncing Ball
    • Hold shift and click on a handle and move it up
    • Do the same to the other handle
    • Adjust the handles until the ball bounces correctly
  • 30. Bouncing Ball
    • You can reposition objects in the Track View. If you want the ball to start out higher you can adjust the position of the ball by adjusting the key frames up and down
  • 31. Squash and Stretch
    • We’ll add squash and stretch now
    • Open the key filter
    • And set the to scale only
  • 32. Adding Bounce
    • Set a key frames before, on and after the bounce? If you only added a scale keyframe at 10, the ball would slowly scale down to squash and then slowly scale back up.
    • Choose set key, and set scale keys at 0 8, 10, 12 and 20
    • Then at frame 10 choose the proportional scale too and scale the ball.
    • Proportional scale maintains the volume of the sphere while scaling
  • 33.  
  • 34. Fin