animation notes part 2
TRANSCRIPT
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ANIMATION CONCEPTS
Part II
BY :Rahul Singh
E-Mail: [email protected]
Blog Address:
www.freewebs.com\3dcreative
Note:
No responsibilities of the writer if there is dramatic mistake.
Refer to autodesk max and maya help for more extra resources.
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Animation Concepts
Animation is based on a principle of human vision. If you view a series of related still
images in quick succession, you perceive them as continuous motion. Each individual
image is referred to as aframe.
A frame is a single image in an animated film.
Traditional Animation Method
Historically, the main difficulty in creating animation has been the effort required of the
animator to produce a large number of frames. One minute of animation might require
between 720 and 1800 separate images, depending on the quality of the animation.Creating images by hand is a big job. Thats where the technique ofkeyframingcomes in.
Most of the frames in an animation are routine, incremental changes from the previous
frame directed toward some goal. Traditional animation studios realized they could
increase the productivity of their master artists by having them draw only the importantframes, called keyframes. Assistants could then figure out what belonged on the frames in
between the keyframes. The in-between frames were called tweens.
Once all of the keyframes and tweens were drawn, the images had to be inked or
rendered to produce the final images. Even today, production of a traditional animationusually requires hundreds of artists to generate the thousands of images needed.
The frames marked 1,2, and 3 are key frames. The other frames are tweens.
The 3ds Max Method
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This program is your animation assistant. As the master animator, you create the
keyframes that record the beginning and end of each animated sequence. The values at
these keyframes are called keys. The software calculates the interpolated values betweeneach key to produce the completed animation.
3ds Max can animate just about any parameter in your scene. You can animate modifierparameters, such as a Bend angle or a Taper amount, material parameters, such as the
color or transparency of an object, and much more.
Once you have specified your animation parameters, the renderer takes over the job of
shading and rendering each frame. The result is a high-quality animation.
The object's position at 1 and 2 are the keyframed models at different times. The
computer generates the in-between frames.
Comparing Frames and Time
Traditional animation methods, and early computer animation programs, are rigidly
locked to the concept of producing animation frame by frame. This is okay if you always
work in a single format or do not need to specify an animated effect at a precise time.
Unfortunately, animation comes in many formats. Two of the more common formats arefilm at 24 frames per second (FPS) andNTSC video at 30 FPS. Also, the need for
accurate time-based animation versus frame-based animation is critical as animation
becomes more common for scientific and legal presentation.
Different animation formats have differing frame rates.
3ds Max is a time-based animation program. It measures time, and stores your animationvalues, with an internal precision of 1/4800 of a second. You can configure the program
to display time in a format best suited for your work, including traditional frames format.
SeeTime Configuration.
Many of the examples in the following sections describe time using the frames methodfor the sake of tradition and familiarity. Keep in mind that you are really animating using
a very precise time-based method, and frames arent created until you instruct the
software to render your animation.
Identifying Animation Tools
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3ds Max has a specialized type of controller, called a constraint, that is commonly used
to help automate the animation process. A constraint can be used to control an objects
position, rotation, or scale through a binding relationship with another object.
You apply constraints and controllers using commands on the Animation menu. When
you assign a controller from this menu, a weighted list controller is automatically applied,with the controller you've selected appearing first in the list. The weighted list controller
gives you the ability to blend controllers, similar to a nonlinear animation system. If youassign a controller through the Motion panel or Track View, it replaces the existing
controller, rather than creating a list controller. You can do that manually if you are
working in the Motion panel or Track View
Understanding Controllers
Controllers are plug-ins that handle all of the animation tasks in 3ds Max, including:
Storing animation key values.
Storing procedural animation settings.
Interpolating between animation key values.
Most animatable parameters don't receive a controller until you animate them. As soon as
you change an animatable parameter at any frame other than 0 with the Auto Key button
on, or click in its track using Curve Editor > Add Keys, a default controller is assigned tothe parameter.
Accessing Controllers
There are two places where you work directly with controllers:
Track View: Controllers are indicated in the Hierarchy list by the various
controller icons. Each controller has its own individual icon. Using Track View, in
either Curve Editor or Dope Sheet mode, you can view and work with thecontrollers for all objects and all parameters. SeeTrack View.
Motion panel: Contains special tools for working with transform controllers.The Motion panel contains many of the same controller functions as the Curve
Editor, plus controls necessary for working with special controllers such as IK
Solvers. Using the Motion panel you can view and work with the transformcontrollers of a single selected object. SeeMotion Panel.
Categories of Controllers
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There are two main categories of controllers. These categories are easy to identify when
looking at the Track View - Curve Editor Hierarchy list.
Single-Parameter Controllers: Control animation values of a single parameter.Regardless of whether the parameter has a single component, such as the number of sides
of a cylinder, or multiple components, such as the RGB values of a color, the controller ishandling a single parameter.
Compound Controllers: Combine or manage multiple controllers. Compoundcontrollers include high-level Transform controllers, such asPRS, theEuler XYZ
Rotation controller, the Transform Script controller, and the List controller.
A compound controller appears in the Hierarchy list as a controller icon with subordinate-
level branches of other controllers.
Controllers and Constraints
In addition to controllers, the software can animate using constraints. These items are
located in the Animation > Constraints menu. The constraints include the following:
Attachment, Surface, Path, Link, Position, Orientation, and LookAt.
When you assign a controller in the Motion panel or in Track View, you will see theseconstraints appearing in the list of available controllers. You can assign them the same as
the other controllers, but they are also assignable from the Animation > Constraints
submenu. For more information, see Animation Constraints.
Note: If you assign a controller using the Animation > Controller submenu, a list
controller is automatically applied to the object, with the selected controller appliedbeneath the list controller. This is different than controllers that are applied via the
Motion panel.
Viewing Controller Types
You can view the controller type assigned to a parameter in both the Curve Editor and in
the Motion panel. Before you can view the controller types in Track View, you must do
the following:
1. On the Curve Editor toolbar, click the Filters icon. Then in the Filters dialog> Show group, turn on Controller Types.
You can then see the name of the Controller type in the Hierarchy view.
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2. Assign controllers to parameters. You can do this on the Assign Controllerrollout of the Motion panel, or through the right-click menu in the Hierarchy list
in Track View.
The Parameters mode of the Motion panel always displays the transform controller typesfor the selected object.
Reading Controller Types
You can tell a lot about how a parameter is animated by looking at the controller type.
Parameter Name: Is always visible and is always to the right of the controller icon. It
tells you what is animated.
Interpolation Type: Usually follows the parameter name. It tells how animation values
are calculated. The label Diffuse: Bezier Color indicates a Diffuse color parameter usingBezier interpolation with Color data.
Data Type: Usually follows the interpolation type. It tells what type of data is used. Thelabel Height: Linear Float indicates a Height parameter using Linear interpolation with a
floating point value.
Animation Controllers
Track View > Select a track in the Track View hierarchy. > Track View menu bar >
Controller menu > Assign > Choose a controller in the dialog.
Animation menu > Constraints/Transform Controllers/Position Controllers/Rotation
Controllers/Scale Controllers> Choose a controller.
Select an object. > Motion panel > Assign Controller rollout > Select a track. > Assign
Controller > Choose a controller in the dialog.
Controllers, like constraints, handle the animation tasks in a scene, including:
Storing animation key values
Storing procedural animation settings
Interpolating between animation key values
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An object or parameter doesn't receive a controller until you animate it. As soon as you
change an animatable parameter with Auto Key on, oradd a key in Track View - Dope
Sheet, the software assigns a controller to the parameter. The software chooses a defaulttype for the controller, depending on the animation. You can change the default controller
to another type.
The animation controllers are organized in the following categories:
Float controllers: for animating floating-point values
Point3 controllers: for animating three-component values such as colors or 3D
points
Position controllers: for animating positions of objects and selection sets
Rotation controllers: for animating rotation of objects and selection sets
Scale controllers: for animating the scale of objects and selection sets
Transform controllers: for animating general transforms (position, rotation, and
scale) of objects and selection sets
To change an assigned controller, use Controller > Assign in Track View or in the Motion
panel.
The controllers and constraints are:
Attachment Constraint
Audio Controller
Bezier Controllers
Barycentric Morph Controller
Block Controller
Boolean Controller
Color RGB Controller (Point3 XYZ Controller)
Euler XYZ Rotation Controller
Expression Controller
Inverse Kinematics (IK)
Layer Controller
Limit Controller
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Linear Controller
List Controller
Link Constraint
LookAt Constraint
Motion Capture Controller
Master Point Controller
Noise Controller
On/Off Controller
Orientation Constraint
Path Constraint
Position Constraint
Position XYZ Controller
PRS Controller
Reaction Controllers
Scale XYZ Controller
Script Controller
Slave Parameters Dialog (Block Controller)
Smooth Rotation Controller
Spring Controller
Surface Constraint
TCB Controllers
Transform Script Controller
Waveform Controller
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Track ViewMain toolbar > Curve Editor (Open)
Graph Editors menu > New Track View
Graph Editors menu > Track View - Curve Editor
Graph Editors menu > Track View - Dope Sheet
Graph Editors menu > Saved Track View > Choose a saved Track View.
Viewport right-click menu > Views > Track > Choose New or a saved Track View.
With Track View, you can view and edit all the keys that you create. You can also assign
animation controllers to interpolate or control all the keys and parameters for the objectsin your scene.
Track View uses two different modes, Curve Editor and Dope Sheet. Curve Editor mode
lets you display the animation as function curves. Dope Sheet mode displays theanimation as a spreadsheet of keys and ranges. Keys are color-coded for easy
identification. Some of the functions in Track View, such as moving and deleting keys,are also available on the track bar near the time slider, which can be expanded to show
curves as well. You can dock the Curve Editor and Dope Sheet windows beneath theviewports at the bottom of the interface, or use them as floating windows. Track View
layouts can be named and stored in the Track View buffer and reused. Track View layouts
are stored with the MAX file.
Track View Curve Editor
Track View Dope Sheet (Edit Keys)
Typical Uses for Track View
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Track View can perform a variety of scene management and animation control tasks. Use
Track View to:
Display a list of objects in your scene and their parameters.
Change key values.
Change key timing. Change controller ranges (see procedure).
Change interpolation between keys.
Edit ranges of multiple keys.
Edit blocks of time.
Add sound to your scene.
Create and manage notes about the scene.
Change the behavior of the animation outside the range of keys.
Change controllers for animated parameters
Select objects, vertices, and hierarchies.
Navigate the modifier stack in the Modify panel by clicking the modifier items in
the Track View Hierarchy.
Note: Tracks are created for animated vertices in Track View. A Bezier Point3controller is the default vertex interpolation controller.
Procedures
To change the frames in which a controller takes effect:
When you apply a controller or constraint to an object's motion, the frame range overwhich controller takes effect is determined by the currentactive time segment. If you then
change the active time segment or the animation length, the duration of the controller's
influence doesn't change. Sometimes applying a controller (such as Path Constraint)
automatically sets keys that you can use to change this range. But others, such as Noisecontrollers, don't set keys. In such cases, follow this procedure:
1. Select the object, and then right-click it and choose Curve Editor from the menu.
2. Expand the object hierarchy to find the track or tracks to adjust.3. From the Modes menu, choose Dope Sheet.
4. On the Dope Sheet, click the Edit Ranges button.5. Adjust the range duration by dragging its endpoints, or its position in the
animation by dragging between endpoints.
For more information, see Dope Sheet.
To select keys in Track View (either mode), do any of the following:
Click the key to select an individual key.
Drag a selection rectangle around keys to select multiple keys.
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Hold down the Ctrl key and click to create discontinuous multiple key selections.
Note: If you are in Dope Sheet Edit Ranges mode, you can use Select Time to select
multiple keys.
To delete keys in Track View (either mode):
1. Select keys on the curve, or on the dope sheet.
2. Press the Delete key on the keyboard to delete the selected keys.
To force Track View to always display on a second monitor:
If you are running a dual-monitor setup, you can force Track View to display on the right-
hand monitor by editing a script.
1. Right-click the Curve Editor (Open) icon in the main toolbar, and then choose
Edit Macro Script.
The MAXScript script that opens the Track View Function Curve Editor
appears.
2. Locate the line that reads:
if (trackviews.open "Track View - Curve Editor" layoutName:"Function Curve
Layout") == true then
3. Replace that line with this one:
max_window = getMaxWindowSize() --get Desktop size if (trackviews.open
"Track View - Curve Editor" layoutName:"Function Curve Layout"pos:[max_window.x/2,0] height:max_window.y width:(max_window.x/2) ) ==
true then
4. Save the script and restart 3ds Max.
This should open the Track View in a new session over the right half of the desktop.Assuming that a dual-monitor setup reports twice the width, this will force the Track
View on the second monitor. On a single monitor, it opens it over the right half of the
monitor. Of course, you could enter your own numbers like pos:[1024,0] height:768width:1024 in case you are running two monitors at 1024x768.
To open Track View in a viewport:
Right-click a viewport label, and then from the menu that opens choose Views >
Track > New, or click the name of a saved Track View.
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Hierarchies and KinematicsWhen animating characters, mechanical assemblies, or complex motion, you can simplifythe process by linking objects together to form a hierarchyor chain. In a linked chain, the
animation of one member can affect some or all of the others, making it possible to
animate a number of objects or bones at once.
The term kinematics describes the movement or animation of the chain. There are two
types of kinematics:
Withforward kinematics (FK) , you manipulate the top of the hierarchy to animate the
entire chain.
Withinverse kinematics (IK), you manipulate an object at the bottom of the hierarchy toanimate the entire chain. Frequently, IK is also used to make an object stick to the
ground or another surface, while allowing the chain to rotate off the pivot of that object.
Forward kinematics is the most straightforward method for animating hierarchies. Inverse
kinematics requires more setup than forward kinematics, but is more intuitive forcomplex tasks such as character animation .
Animation Constraints
Animation constraints are used to help automate the animation process. They can be usedto control an objects position, rotation, or scale through a binding relationship with
another object.
A constraint requires one object and at least one target object. The target imposes specificlimits on the constrained object.
For example, if you want to quickly animate an airplane flying a predefined path, youcould use a path constraint to restrict the airplanes motion to a spline path.
The constraints binding relationship with its targets can be animated on or off over a
period of time.
Common uses for constraints:
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Linking one object to another over a period of time, such as a characters hand
picking up a baseball bat
Linking an objects position or rotation to one or several objects
Keeping an objects position between two or more objects
Constraining an object along a path or between multiple paths
Constraining an object along a surface Making an object point toward another objects pivot point
Controlling the look at direction of a characters eyes
Keeping an objects orientation in relation to another
There are seven types of constraints:
Attachment constraint attaches an objects position to a face on another object
Surface constraint restricts an objects position along the surface of another object
Path constraint restricts an objects movement along a path
Position constraint causes the constrained object to follow the position of another
object Link constraint links the constrained object from one object to another
LookAt constraint constrains an objects orientation so that its always looking at
another object Orientation constraint causes the rotation of the constrained object to follow the
rotation of another object
Tip: You can use Schematic View to see all the Constraint relationships in a scene.