In this lesson, you will animate the objects. You learn how to
make objects fly off screen, much like the network logos you see on television. You'll do this with keyframe animation, using Auto Key mode.
You set the important or key positions for the objects in the scene at different
points in time. 3ds Max figures out all the in-between positions.
The procedure consists of three steps. At frame 50, you will
rotate the bottle and the knife to create rotation keys for them. You will then
position the apple and the orange so they are floating in the air. Then, using
the track bar, you will shift the keys around to reverse the animation.
There are three ways to create keyframes. One is to turn on the
Auto Key button, move to any point in time, and transform (move, rotate, or
scale) the object. A second method of setting keyframes is to right-click the
time slider, and then set keys using the Create Key dialog. There is also a Set
Key animation mode designed for professional character animators.
You’ll use the Auto Key button in this exercise.
Animate the position of the orange:
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Continue with your own scene, or open
still_life_with_orange.max.
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Click the Auto Key button.
The button turns red. You are now in
automatic animation mode.
Tip: The time slider bar also turns red, and
the active viewport is outlined in red to remind you that you are in Auto Key
mode.
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In the Perspective viewport, move your mouse
over the orange.
After a moment a tooltip appears that says
Orange.
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On the toolbar, click the Select
Object button, if it isn't already active, then click to select the orange.
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The time slider is the wide button located
directly above the time scale display below the viewports. Move the time slider
to frame 50.
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Right-click the orange and choose Move from
the transform quadrant of the quad menu.
In all viewports, you see the transform gizmo.
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As you move your mouse over the Transform
gizmo, the different axes highlight one at a time. When the Z axis (blue)
highlights, click and hold the left mouse button, and drag the orange straight
up in the Perspective viewport until it is almost out of view. Release the mouse
button.
Because you’re working in animation mode, you
have now set a key for the orange. Notice that the key appears as a red
rectangle in the time scale, below the time slider.
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Move the time slider back and forth from frame
0 to frame 50, and watch the orange rise up from the wooden counter.
Note: If you still have one of the viewports
set to Camera01, you will see the animated view of Camera01.
Animate the rotation of the bottle:
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In the Perspective viewport, click the bottle
to select it, or press
H and select the bottle by
name.
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Right-click the bottle in the viewport and
choose Rotate from the transform quad.
The transform gizmo appears over the bottle.
As you move your cursor over the transform
gizmo, different axes display as yellow. The axes are color-coordinated (red,
green, and blue equals X, Y, and Z, respectively).
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Rotate about the Y-axis approximately
127 degrees so the bottle is upside down, with the
bottle bottom up in the left-hand corner of the viewport. (See illustration).
You can see the X,Y,Z values displayed in
yellow above the transform gizmo as you rotate the bottle. These values also
appear in the Coordinate Display below the viewport.
Tip: You can enter values directly in the
coordinate fields for precision in your work.
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Again move the time slider back and forth from
frame 0 to frame 50 to observe the animated effect.
You'll repeat this for the knife and the
apple.
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Return the time slider to frame 50. Then
select the handle of the knife in the viewport, or press
H and select the object name
handle from the list.
The knife blade is linked to the handle, so
when you animate the handle, you'll be animating the knife blade as well.
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Rotate should still be in effect. If it isn’t,
click Rotate on the toolbar. Use the transform gizmo to rotate the knife handle
around in the viewport. Then right-click and choose Move from the quad menu.
Move the handle in Z, then in X, and then in Y so the knife is closer and larger
than before in the viewport.
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In the
animation playback controls, press the Go To Start button, then press the Play
Animation button.
Watch the animated objects fly up in the air.
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Develop the habit of turning Auto Key off
after animating, otherwise you might accidentally create unwanted animation.
Reverse the animation:
It's a simple procedure to reverse this
animation. You'll move keys in the track bar to accomplish this.
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The Select object dialog appears.
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Hold down the CTRL key and click the bottle,
apple, orange, and handle in the list. Then click Select.
The objects are displayed with selection
brackets in the viewport. The keys for all the animated objects are displayed on
the track bar.
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In the track bar, drag a selection rectangle
around the keys at frame 0.
The keys turn white on the track bar to show
they are selected.
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Hold down the SHIFT key and drag the keys from
their position at frame 0 to frame 100
This creates a copy of the keys from frame 0
to frame 100.
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Press the Play Animation button in the VCR
controls to see the animation you've created
The still life objects fly up and around at
frame 50 and then return to their positions at frame 100. The animation loops
because the position and rotations at frame 0 and 100 are the same.
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Save your scene as
my_still_life_animated_loop.max to your folder on your
local drive.
Experiment with changing the animation:
You can change the animation so the objects
fly in from off screen.
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With all four objects still selected, select
the keys at frame 0 as before. Delete them with the DELETE key.
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Drag a selection rectangle around the
remaining keys, at frames 50 and 100. Next, drag the keys to the left, so the
animation starts at frame 0 and ends at frame 50.
Again play the animation.
Tip: Depending on how you rotated your
objects, you might need to re-create the rotation keys if the objects no longer
spin the way you want them to. To do this, go to frame 0 and, with Auto Key on,
rotate the objects again.
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Again save your scene to your local folder,
this time as
my_still_life_animated_flyin.max.
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