animation notes part 2

Upload: fojibaba

Post on 30-May-2018

221 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/14/2019 Animation Notes Part 2

    1/14

    ANIMATION CONCEPTS

    Part II

    BY :Rahul Singh

    E-Mail: [email protected]

    [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.

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
  • 8/14/2019 Animation Notes Part 2

    2/14

    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

  • 8/14/2019 Animation Notes Part 2

    3/14

    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

  • 8/14/2019 Animation Notes Part 2

    4/14

  • 8/14/2019 Animation Notes Part 2

    5/14

    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

  • 8/14/2019 Animation Notes Part 2

    6/14

    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.

  • 8/14/2019 Animation Notes Part 2

    7/14

    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

  • 8/14/2019 Animation Notes Part 2

    8/14

    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

  • 8/14/2019 Animation Notes Part 2

    9/14

    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

  • 8/14/2019 Animation Notes Part 2

    10/14

    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

  • 8/14/2019 Animation Notes Part 2

    11/14

    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.

  • 8/14/2019 Animation Notes Part 2

    12/14

    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.

  • 8/14/2019 Animation Notes Part 2

    13/14

    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:

  • 8/14/2019 Animation Notes Part 2

    14/14

    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.