Auto Key - Turns on animation mode. Top The interface of 3D Max is complex and confusing. You model stuff and set up scenes in 3D Max using objects. 1. Ignition Team Manual. Autodesk 3ds Max. Animation. Written by Hannah Sorrell be given tips and a basic overview of creating an animation during the season. Season .. YouTube is one of my favorite sources for tutorials when animating. Welcome to the Autodesk® 3ds Max® Certified User Digital Skills. TIP: Using the 3ds Max Certified User Skills as benchmarks, teachers can measure a student's progress as they work through the . Basics of Creating and .. animation. 3ds Max Animation. Track Bar / Timeline. Show how to adjust the Track Bar and.
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Animation Tutorials. Here you can learn the fundamentals of creating animation with 3ds Max. Features Covered in This Section. □ Auto Key animation. These are "selected'' or. "built in'' from the basic forms. I call the basic drawings “ Blooks,'' after myself. PART Tutorials: Animation - Autodesk | 3ds Max Design, . 3DS Max Animation Tutorials - Technical and managerial tutorials shared by on Mac OS X. If you have many PDF files, you can easily turn them into page.
Export a 3ds Max character The following procedure shows you how to export a 3ds Max character to MotionBuilder. Key Controls Warning dialog box A. New clip at frame Chris Knight. The FBX Export dialog box opens. See also function curve on page and unweighted tangent on page Manipulating Objects Chapter 5:
Autodesk 3ds max 6 bible PDF eBook file. Modeling Buildings 3ds max eBook file. Photoshop CS2 Tutorial eBook file.
Toxik Tutorial Maya pdf eBook file. Autodesk 3ds Max Design chm eBook file. Image-Based 3D Modeling eBook file. Game Programming Gems Series v4 eBook file. Bryce 5. Poser 7 Tutorial Manual Guide eBook file. Frame A. Frame 80 8 Do the following: Set a Zero keyframe 7 Go to frame At the bottom of the Viewer window.
Set a keyframe 70 Chapter 7 Editing Character Animation. Frame 80 A. Set the Translation values B. Set a keyframe 9 Go to frame and do the following: Set a keyframe B. You need to modify the motion so that Mia turns her head. Set a keyframe 11 Play the animation. Modify the head animation In the following procedure.
Modify the head animation Key Controls window A. Mia at frame 30 2 In the Key Controls window. Select the Head effector. You can use Body Part keying mode as you create animation on this layer. Switch to Body Part keying mode. Zero keyframe button 5 Go to frame and set another Zero keyframe.
Set a keyframe. Set the XYZ Rotation properties. Set a zero keyframe. Adjust the Rotation values. Frame 90 A. Plot the animation In the following procedure. Plotting merges all of the animation to the Base Layer. Select Plot Character from the Edit menu.
You can also use the Plot Character button in the Character settings. The animation of the Servo arm rising up and the head turning are merged with the original animation of Mia running and turning around. You can see your plotted data in the FCurves window as a series of function curves with numerous keyframes.
Play the resulting take Creating a Loop on page Click Skeleton. Play the resulting take Play the take and observe your animation. Click Plot. Character plotting dialog boxes A. Creating a Loop 8 This tutorial guides you through the procedures necessary to animate a character and create a walk cycle with the Story window.
A model named Mia appears in a T-stance in the Viewer B. MotionBuilder displays a new 3D scene using the Story layout. Create a Character track In the following procedure. Story window A. Create a Character track Select Mia in the Character menu. Drag the walkaround. The clip should end at frame Mia at frame Change your camera view so you can see Mia from the front.
At frame 0. At frame Mia is turning. Drag the clip to frame 0 on the Character track. If you were to loop the animation at this point.
Mia is in almost the same pose as she was at frame The original clip is sliced in two. Razor button The clip is sliced in two at frame Select Mia from the Current Character menu.
The clip starts at frame 0 and ends at frame Select the Hips effector.
Three clips in the Character track 10 Ctrl-click the first clip. Create poses 1 Go to frame 0 Ctrl-Home. The second clip is sliced at frame You can only paste poses on a track when the Animate option is active. Mia Pose 4 Go to frame 35 and do the following: Pose Controls window A. Expand the Poses folder to see the pose you created. Character track A. Create button B. Activate the Accept Keys option.
New clip at frame This clip contains the data of the pose you pasted. Now Mia starts and stops walking with exactly the same pose. Paste button A one-frame clip appears on the Character track at frame Match clips In the following procedure.
Right Ankle effector 4 In the Story window. Select the second clip. In the following procedure. Though the animation begins and ends with the same pose. Double-click the second clip to display the setting for the clip and set a value of 29 in the In field A in the Asset Settings window. Match Options dialog box A. Match Options button 5 In the Match Options dialog box that appears. Match clips OK button 6 With the second clip still selected. Process the clips In the following procedure.
This blend creates a slightly smoother transition between the clips. The time range is resized to fit the length of the clips. The second clip starts at frame 29 and ends at frame Asset Settings window A. Mia walks. Set the In point to frame Process the clips Character track Contextual menu A. Character track contextual menu A. Save Clip dialog box In the Story window.
You need the saved clip to complete this tutorial. The clip loops four times. Character tracks A. Mia walks smoothly for frames. Click Mute. Stretch the clip to frame Test the walk cycle In the following procedure. Test the walk cycle Manipulating Clips on page Manipulating Clips 9 This tutorial guides you through the procedures necessary to modify character animation by manipulating clips.
MotionBuilder displays a new scene using the Story layout.
A model named Mia appears in the Viewer window as shown in the following figure B. Scene displaying Mia model In the Story window. Story button selected B. Create a turn In the following procedure. Character track showing one clip 5 Play the animation Ctrl-Spacebar. You may need to zoom out in the Viewer window to see all of the animation. Create a turn When the Ghost option is active. Razor button B. Active Ghost option 4 Go to frame 0 Ctrl-Home.
For each clip. Selected clip The clip is sliced into two clips at frame 14 A. The clip vector ghosts represent the start and end of each clip. Clip sliced in two at the current time 3 Switch to the X-Ray display mode in the Viewer window.
If the rings do not appear at the same point of the clip vector. Model ghost B. Rotation rings appear at one end of the selected clip vector ghost. Mia model at frame 0 A. The second clip is selected The ghost clip vector of the selected clip is also selected in the Viewer window. Ghost clip vector is rotated 8 J-drag in the Viewer window to jog through frames 10 to 20 slowly. Rotation rings B. Rotation Y-axis field B. TIP You can manually rotate the clip vector by dragging the green rotation ring.
You need to blend the clips to remove the jump. Blend two clips Mia turns as she runs. Blend two clips In the following procedure.
There is no longer a jump at frame Clip cross-blend 4 Play the animation. Add a clip In the following procedure. Out field set to 19 The first clip overlaps the second clip. Mia runs. New clip begins at frame 46 4 Deselect the new clip. NOTE It should rest against the end of the second clip. RightFoot node A. Schematic view A. RightFoot node selected 3 Switch back to the Producer Perspective camera view. Third clip selected B. RightFoot in the Match Object menu A. Match Object B. Match Time The Translation and Rotation options are already selected.
Then you added another clip with different animation and blended all three clips together in one seamless animation sequence. The last clip vector moves to match the previous clip. The jump in the animation is gone. Match Clip C. Importing 3ds Max Files into MotionBuilder on page RightFoot Shift-D.
You can single out the interoperability procedure that addresses your needs or complete the whole tutorial to get a well-rounded view of the interaction between MotionBuilder and 3ds Max. This set of tutorials shows you how to: Importing 3ds Max Files into MotionBuilder 10 This tutorial guides you through the procedures necessary to import a character created in 3ds Max to MotionBuilder.
The tutorial covers the following three kinds of animatable skeletons that originate in 3ds Max and shows you how to bring these skeletons into MotionBuilder for animation using the FBX format. FBX Pepe. FBX IceSlip. If you do not have the current version of 3ds Max. You can choose to either complete the entire tutorial or parts of the tutorial. FBX biped. Preparation for this tutorial To complete this tutorial.
Following are the assets required for this tutorial: Following is the asset required for this tutorial: Export a 3ds Max skeleton In the following procedure.
The skeleton A to the left is created with the conventional 3ds Max bone system. To export a skeleton in FBX format: The skeletons. If the File Load: Units Mismatch dialog appears. To learn how to export skeletons created with the 3ds Max biped creation option. Conventional 3ds Max bone system skeleton B. Two skeletons A. If you create skeletons with the 3ds Max biped system.
The FBX Exporter opens. NOTE If you do not specify a location. Export a 3ds Max skeleton TIP You need to hold the mouse over Export without clicking for a moment so that Max displays the Export options menu from which you can choose Export Selected. This is where you specify how to convert the 3ds Max scene information. Biped oriented in minus Y direction 5 From the Application menu.
If Embed Media is not disabled. Since you are only exporting the skeleton that has no animation. That way. In most cases. But in this case. This setting assigns the exported character a Y-up axis, the orientation used by objects in MotionBuilder. This setting is required since objects created in 3ds Max use a Z-up orientation. Now that your skeleton is prepared, you can use this FBX file in the next tutorial to import 3ds Max skeletons into MotionBuilder.
Once a skeleton is exported to the FBX file format, you can also bring it into other Autodesk software products, such as Autodesk Maya. FBX you saved in the previous procedure Export a skeleton on page and then characterize the skeleton so you can animate it in MotionBuilder.
Characterization assigns a Control rig to the skeleton bones and is the name MotionBuilder uses for the process of rigging a skeleton. To import a conventional 3ds Max skeleton into MotionBuilder: FBX file and click Open. FBX file located in the C: The 3ds Max bone system skeleton loads into MotionBuilder.
To characterize your skeleton: The bone lights up when the asset makes contact with it. The skeleton is now characterized, which means that it is ready to accept a Control rig you can animate. You must use the Control Rig Input setting if you intend to keyframe your character.
The Create Control Rig dialog box appears. The Character representation is an image of a human form meant to represent the biped skeleton.
It contains all the effectors you need to animate its Control rig. Your character is now rigged and ready to receive animation. The transformation handles are shown. Notice as you move the hand, the arm extends and the rest of the body follows in a natural movement. You can now transform the characterized skeleton. FBX file. Following is the result asset for this tutorial: Create and export a 3ds Max biped In the following procedure you create a biped in 3ds Max for export to MotionBuilder.
To create a biped in 3ds Max for export to MotionBuilder: NOTE The size of the biped is not important. Create and export a 3ds Max biped Biped with ten neck links The 3ds Max biped object now has ten neck links as shown in the following figure.
Now that your biped is saved as an FBX file. NOTE If you wish to see the result of this procedure.
NOTE If you did not perform the previous procedure. Characterization assigns a Control rig to the biped bones and is the name MotionBuilder uses for the process of rigging a biped skeleton. To import a 3ds Max biped into MotionBuilder: Even though you exported your 3ds Max to the FBX file format. Once you export a biped to the FBX file format. Import and characterize a 3ds Max biped in MotionBuilder In the following procedure.
Import and characterize a 3ds Max biped in MotionBuilder The next step is to add a Control rig so you can animate it. The biped skeleton is now characterized. Effectors appear on the biped The Character representation is an image of a human form meant to represent the biped skeleton. The Ctrl Rig In setting activates the Character Controls Character representation and displays the effectors of the biped in the Viewer window as shown in the following figure B.
You must use the Control Rig Input setting if you intend to use keyframe animation on your biped. The biped is now rigged and ready to receive animation. Ctrl Rig In activated B.
Right Wrist effector selected 7 Click in the Viewer window and press T. Notice as you move the hand. You can now transform the characterized 3ds Max biped in MotionBuilder. The Pepe. Export a 3ds Max character The following procedure shows you how to export a 3ds Max character to MotionBuilder.
Export a 3ds Max character To export the 3ds Max Pepe character: Since a character is a skeleton with skin and textures. The FBX Export dialog box opens. The Pepe character is a 3ds Max biped. After importing your Character. FBX file you saved in the previous procedure Export a character on page Now that your character is in the FBX file format.
Import and characterize a 3ds Max Character in MotionBuilder Bake animations and Embed Media activated Activating these options enables you to export a mesh with the Pepe character and export textures and materials assigned to the Pepe character. To import a 3ds Max character into MotionBuilder: The Pepe character appears in the MotionBuilder Viewer window.
FBX file you exported in Export a character on page X-Ray mode lets you see through the character skin to the skeleton underneath. Effectors appear on the biped as shown in the following figure. You must use the Control Rig Input setting if you intend use keyframe animation on your biped.
The Character representation is an image that shows an image of a human form meant to represent the character skeleton. Effectors appear on the character This setting activates the Character Controls Character representation. You can now animate your character with motion capture and key frame animation. Right Wrist effector selected 8 Click in the Viewer window and press T.
FBX in the C: Ctrl-drag to zoom in and out of the scene. In the first of these animation tutorials. Shift-drag to pan the scene. In the second tutorial. FBX Iceslip. Animate a character by adding keyframes on page you refine the animation using keyframes. Animate a character using motion capture data on page If you are new to MotionBuilder. The following tutorials show you how to animate the 3ds Max Pepe character you imported in the 3ds Max Characters on page section. Animate a character using motion capture data The following procedure shows you how to use key frame animation techniques in MotionBuilder to refine the motion capture animation.
See 3ds Max keyboard shortcuts.
To animate the Pepe character using motion capture data: Although the procedures in this tutorial use the MotionBuilder keyboard shortcuts. Pepe loaded in the scene Animate a character using motion capture data To do so. If you did not perform the previous procedures in section Import and characterize a 3ds Max Character in MotionBuilder on page Use the following image as a guideline. The Pepe character appears in the Viewer window.
Pepe with skeleton containing motion capture data 10 On the Transport Controls. Animate a character using motion capture data A large yellow skeleton representing the motion capture animation now joins Pepe in the scene. If you look carefully. You can also hold down the J key and drag left or right in the Viewer window.
To fine-tune Motion Capture animation with keyframing: Animate a character by adding keyframes In MotionBuilder. This is useful for creating original animation or making changes to motion capture animation.
Unwanted hand movement from the motion capture 16 Scrub the animation a few times if you cannot see the problem. FBX file from the previous procedure Animate a character using motion capture data on page to apply the motion capture data to Pepe. Animate a character by adding keyframes If you did not complete the previous procedure. Right Wrist effector selected 3 Click in the Viewer window and press T. The transformation handles are not displayed.
The Character dialog box appears. All character movement before the first key and after the second key is unchanged. Edit the keyframing on another layer than the Base Layer to preserve the original animation on the Base layer. Layer 1 selected for adding keyframes The keyframes are hidden on the timeline.
Only the character movement between frames 80 to are modified. The Plot command creates a key at every frame at the base layer of the animation track. On the Character Controls window Character Representation. Make sure to create a key after each adjustment. Exporting a Character and its animation back to 3ds Max Because 3ds Max is unable to read the Control rig information that MotionBuilder uses to define character animation in MotionBuilder.
See Importing back to 3ds Max on page FBX The following assets are the result assets for this tutorial: Rotation rings used to reposition right hand 18 Play back the animation to see the result. If you want to export your FBX file back to 3ds Max.
To bake animation onto the Pepe character skeleton: FBX file from the previous procedure Animate a character by adding keyframes on page When you are done. If you want. Bake animation for export to 3ds Max Character default settings The character Control rig is deactivated. You can just as easily strip out the skeleton when you import to 3ds Max. NOTE When you save your file. The animation you import from MotionBuilder is now fully editable in 3ds Max. To import the animated character to 3ds Max: The FBX Import dialog appears.
Export MotionBuilder scene files to 3ds Max NOTE To clean up the viewport. This default setting imports the Pepe character and the yellow reference skeleton. The option Update Scene elements option updates only the scene elements in 3ds Max that share the same name as those in the imported file. Creating and Editing Primitive Objects Chapter 6: Selecting Objects and Using Layers Chapter 7: Grouping, Linking, and Parenting Objects Chapter Modeling 3D Assets Chapter Modeling with Polygons Chapter Working with Compound Objects Chapter Applying Materials and Textures Chapter Adding Material Details with Maps Chapter Using Specialized Material Types Chapter Working with Backgrounds, Cameras, and Lighting Chapter Configuring and Aiming Cameras Chapter Matching Perspective to Background Images Chapter Using the Sunlight and Daylight Systems Chapter Rendering a Scene Chapter Rendering a Scene and Enabling Quicksilver Chapter Managing Render States Chapter Batch and Network Rendering Chapter Rendering with mental ray and iray Chapter Animating Objects and Scenes Chapter Understanding Animation and Keyframes Chapter Animating with Constraints and Simple Controllers Chapter