Autodesk Tutorial 8 Animation
Autodesk Tutorial 8 Animation
VIZ 2008
Tutorial 8: Animation ®
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Published By: Autodesk, Inc.
111 McInnis Parkway
San Rafael, CA 94903, USA
For this web tutorial please find the Scene Files in \VIZ2008_Animation instead of
\tutorials. Download this folder using the following procedure:
1. At www.autodesk.com/viz-tutorials click Scene Files under Animation.
2. Unzip the EXE file to your computer.
By default the \VIZ2008_Animation folder is unzipped into
C:\VIZ2008_Scene_Files.
Animation Tutorials
Tutorial Files
Using the Limit Controller
All the files necessary for this tutorial can be found
In this tutorial, you will learn to limit the range of on the program disc in the \tutorials\controllers
a rotation by using the Limit controller. directory. Before starting the tutorials, copy the
\tutorials folder to your local program installation.
Summary
In this tutorial, you learned to use the Limit
Controller to limit the range of another controller.
In this case, you limited the rotation controller
assigned to the lid of the treasure chest.
Tutorial Files
Files for this tutorial are found on the program
disc in the \tutorials\intro_to_animation directory.
Before doing the tutorials, copy the \tutorials Pawn selected and Set Key mode turned on
directory from the disc to your local program
installation. First, you will set a key to keep the pawn in
place at frame 0.
Procedures
Set up the lesson:
3. Click Set Keys.
• On the File menu, choose Open and navigate
to the \tutorials\intro_to_animation folder.
Highlight wood_chess_set.max and click Open.
Animating with Set Key 349
8. Play the animation. You might get a pose completely set up, only to
discover that you are on the wrong frame. There’s
The White pawn moves, and then the Black
a simple trick that lets you move the pose to
pawn moves.
another frame in time.
Animate the bishop’s pawn: 1. At frame 50, select the Black queen, and press
Checkmate!
3. Save your file as mycheckmate.max. If you had • Using tangent handles in the Function Curve
trouble, you can load quickest_checkmate.max Editor to control in-betweens.
to compare with your file. • Creating looping animation using Parameter
Out-of-Range Types.
Summary
• Animating using dummy objects.
In this tutorial you have learned to use Set Key
• Using Layout mode.
animation. You’ve learned to create keyframes
with the Set Keys button. You’ve learned to set Key • Applying Multiplier curves.
Filters and how to make tracks keyable in Track • Working with the Dope Sheet Editor to speed
View. You will find it useful to apply these lessons up animation and reverse time.
to animating complex structures.
• Using Weighted List controllers.
Tutorial Files
All the files necessary for this tutorial
Animating with Auto Key are provided on the program disc in the
\tutorials\intro_to_animation directory. Before
A bouncing ball is a common first project for new starting the tutorials, copy the \tutorials folder
animators. This classic example is an excellent from the disc to your local program installation.
tool for explaining basic animation processes in
Autodesk VIZ.
Creating Animation Using Auto
Key
In this lesson you’ll start learning how to animate
in Autodesk VIZ.
9. On the Track View toolbar, click Set 3. Move the time slider to frame 30, then adjust
Tangents To Custom. the right tangency handle so it approximately
If you look carefully you’ll see a pair of black matches the left one.
tangency handles have appeared on the curve.
10. Hold down the Shift key and drag the left
handle on the left upwards in the Key window. By manipulating this handle you can get
Using the Shift key lets you manipulate the different effects. The upward movement of the
left handle independently from the right. ball as it bounces off the table will determine
the perception of the weight of the ball. The ball
The curve now looks like this:
will appear to be bouncy, like a tennis ball, if
358 Tutorial 8: Animation Tutorials
the two handles are similar. The ball will appear Repeat keyframed motion:
to hang in space if enough of the in-betweens 1. Continue from the previous lesson, or open
are drawn close to the topmost position. bounce_repeat.max. This is a Autodesk VIZ
4. Turn off Views > Show Ghosting and scene with the ball bouncing once.
then play the animation. Concentrate on the 2. If the Curve Editor isn’t displayed already, select
movement of the ball. Adjust the curve handles the ball in the viewport, right-click, and choose
some more while the animation plays. Observe Curve Editor from the quad menu.
the effect. 3. In the Controller window, make sure that only
The ball leaves the table as quickly as it hit it, the Z Position track is selected.
then begins to slow down as it rises. Before you repeat the keyframes, you’ll extend
5. Play the animation, and then stop. the length of the animation.
The ball has bounce now. It looks like there is
4. Click Time Configuration. This button is
gravity at work here.
beneath the Go To End button in the animation
When you see something you like in the playback controls at the bottom-right corner of
viewport, it’s a reminder that you should save the interface (not Track View).
your work. It’s easy to forget while you’re being
5. Change the Animation End Time to 120.
creative.
This adds 90 blank frames onto the existing
6. Save your work as mybounce.max.
30 frames. It doesn’t stretch the 30 frames
You’ve made the ball bounce once. In the next over 120. The ball will still be bouncing once
section you’ll learn to repeat the bouncing of the between frames 0 and 30.
ball using Out-of-Range types in Track View.
6. Now, back in Track View, click the
Parameter Curve Out-Of-Range Types button
Adding Parameter Curve on the toolbar.
Out-of-Range Types
You can repeat a series of keys over and over in a
variety of ways, without having to make copies of
them and position them along the time line. In this
lesson, you’ll add Parameter Curve Out-Of-Range
Types to the ball’s position keys. Out-Of-Range
Types let you choose how you want the animation
to repeat beyond the range of the current keys.
They have the advantage that when you make
changes to the one set of keys, the changes are Parameter curve out-of-range type choices
reflected throughout the animation
7. Click both boxes under the Cycle graph to
Most of the tools in Track View are available both
choose Cycle for In and Out. Click OK.
from menu choices and from toolbars. This feature
is also on the Controllers menu.
Animating with Dummy Objects 359
Dummy at frame 30
4. In the Controller window, highlight the item 9. Change the Animation End time to 100.
label Dummy01. This way you will adjust the
Reverse time:
ranges of all the dummy’s tracks at the same
time. You can reverse the animation by using the Time
tools available in Dope Sheet mode. It’s easy to do.
Before making changes to the dummy, you
want to make sure you also are making changes
to the bouncing ball as well. Since the bouncing 1. On the Keys Dope Sheet toolbar, click
ball is the child of the dummy, you’ll use the Edit Keys.
Modify Child Keys button.
366 Tutorial 8: Animation Tutorials
The range bars are replaced with keys. controller you already have. Here you will add
2. On the Time menu, choose Select. a Noise controller to layer the animation of a
Ping-Pong ball.
When working with Time commands, you first
select the time, then make changes to it. 1. Choose File > Open to load pingpong_
volley.max.
3. In the Keys window, on the Dummy track, drag
from frame 0 to frame 100 to select the time. A Ping-Pong ball and table are visible.
The time is displayed as a light yellow band in Tip: If the texture on the table looks wrong,
the Dummy track. right-click the Perspective viewport label and
choose Texture Correction.
With the Position List controller, you can add There are at least three different places where
other controllers on top of the Bezier Position you can assign a controller to an object: in
Track View windows, on the Motion panel,
Using Weighted List Controllers 367
or from the Animation menu. You’ll use the The new Noise Position track appears below
Animation menu to assign the controller, and the Bezier Position track. The old animation
the Motion panel to edit the weights. has not been replaced; instead, the new Noise
5. On the Animation menu (not on the Motion controller has been added to it.
panel), choose Position Controllers > Noise. If you play the animation, the ball flies all over
The viewport trajectory changes into a frenzied the place. It is following the position controller
red spline. Don’t worry, this is correct. tracks and the noise controller tracks. This
probably isn’t what you want here. You will
need to adjust the noise parameters and the
weighting of the controllers.
5. Play the animation 9. In the Position List, select the Bezier Position
The Noise is now less jittery, in fact barely layer, then right-click the Weight spinner to set
visible. You need to weight the controllers so the the value to 0 and set a key.
noise doesn’t affect the bouncing until frame This removes the bouncing from this point on.
201, and to turn off the position controller after
frame 200. 10. In the animation playback controls, click
Go To Start .
Animate the weights: 11. Select the Noise Position in the Position list,
then set the Weight value to 0.
1. Turn on Auto Key.
12. Play the animation.
The Auto Key button turns red.
2. Move to frame 200.
You’ll set keys at frames 200 and 201 for the
Bezier Position. You’ll also set keys at frames
200, 201 and 0 for the Noise.
3. Open the Position List rollout, then in the
window select the Bezier Position layer.
4. Locate the Weight field, then Shift +right-click
the spinner arrows.
The spinner is outlined in red, showing a Ball stops bouncing after frame 200, rolls around table
keyframe has been placed there.
Tip: You can set keys this way in both Set Key The Ping-Pong ball bounces across the table,
and Auto Key modes. then stops bouncing, but still rolls around a bit.
5. Select the Noise Position layer in the Position 13. If for some reason the ball is rolling around
List rollout. in the air, instead of on the table, go to frame
201 and move the dummy object down until
6. Right-click the spinner.
the ball comes into contact with the table.
The Weight value is reset to 0, and a key is set. Use this technique to correct any other errant
Tip: Right-click any spinner to reset the value to movement.
0 and set a key. Shift +right-click any spinner 14. To stop the ball’s movement altogether, go to
to add a key without changing the value. frame 250 and keyframe the Noise weight to
7. Move to frame 201. 0. Play the animation. The ball stops moving
completely at frame 250.
Tip: You can use the . key on the keyboard to
move ahead one frame at a time. You can also 15. Turn off Auto Key.
click the arrows on either side of the frame
16. Save your work as mypingpong_layered_
indicator on the time slider.
animation.max.
8. With Noise still selected, enter 100 in the
Weight field,
Animating for Design Visualization 369
You can open pingpong_layered_animation.max design will impact its surroundings at a specific
to compare your work with a completed tutorial location during a precise day of the year. Shadow
file. studies can be of major importance in urban plan
approval.
Shadow study
Top viewport
5. Right-click the Perspective viewport to make it Change a target camera into a free camera:
active, then press the C key on the keyboard.
1. Open \tutorial\full_house\full_house_start_
This is a keyboard shortcut for Camera View.
switch_camera.max.
The Perspective viewport is replaced with
2. If the Camera isn’t still selected, select the
the Camera viewport. Notice in the bottom
Camera. The easiest way to do this is to press
right that the Viewport navigation controls
372 Tutorial 8: Animation Tutorials
H on the keyboard, then choose Camera02 If you do change the height of the free camera, you
from the list. will discover it is no longer directed toward the
The camera icon turns white in the viewports. center of the house. Here’s a quick trick to avoid
that.
3. On the Modify panel, on the Parameters rollout
locate the Type: field. Click the drop-down Adjust the height of a camera:
arrow and choose Free Camera.
1. Continue from before. Select the camera if
it isn’t already selected, then right-click and
choose Move from the quad menu.
2. Move the Free camera in the Left viewport,
raising it up slightly higher than the roof.
4. On the Parameters rollout, switch the camera animate from there. You can create a new camera
Type back to Target Camera. from the view in a few simple steps.
5. Use the Transform gizmo to move the Target 1. From the \tutorial\full_house directory, open
camera up in the air. full_house_start_camera_animation.max.
The virtual house model is displayed in the
viewports. This is the same file with which you
began the tutorial.
Notice that the Transform gizmo changes 8. Change the Reference Coordinate system from
orientation. It now matches that orientation of Local to World on the Main toolbar.
the pivot tripod. Notice that the Transform gizmo reorients itself
to align with the viewports.
A key appears in the track bar. This means In the Camera viewport, you can see the left
there is a Rotation keyframe defined for the side of the house.
camera at frame 0.
Next, you will create keyframes using the Auto
Key button.
10. Turn off Auto Key and activate the Camera There is one other thing you will need to do. It’s
viewport. not obvious from the viewport playback, but the
animation slows down as it approaches the last
11. In the Animation playback controls, click frame. You need to correct the key interpolation
the Play button. by choosing a different tangent type for the key
The camera viewport displays the flyaround at frame 100.
animation. The camera flies around the house
for 75 frames, then pauses for 25 frames. Adjust key interpolation:
Note: The camera rotation is governed by a 1. Stop the animation playback and click in the
Rotation controller. In Autodesk VIZ the track bar so no keys are selected.
default Rotation controller is an Euler XYZ The selection range bar disappears from view.
378 Tutorial 8: Animation Tutorials
first keyframe values are displayed now in the This will let you identify errors quickly.
Key Info dialog. Click the Copy tangency right 4. In the Rendering Level group, choose Facets
arrow to copy the In type to the Out type. and Highlight.
Since the house is made up of flat planes you
don’t need to choose Smooth+Highlights.
5. Click Create to create the Preview.
The Preview renders, and then plays back in the
Windows Media Player. The house appears to
spin rapidly in the viewport.
Tip: You can adjust the quality of your preview
by choosing Choose Codec in the Output
group. In the Video Compression dialog that
appears, you can choose between different
codecs and adjust their quality, then click OK.
6. Create another preview. This time, change the
Frame Rate Playback FPS to 15. Also, change
the Percent Of Output In Image Size to 100
Copy linear tangency at the first keyframe
percent.
Play the animation and observe the difference. Now the speed of the animation is slower.
If you activate the Top viewport you can see the 7. To save your preview, from the Animation
camera rotation appears seamless now. menu, choose Rename Preview. Name your
6. Save your work as my_flyaround01.max. animation my_flyaround.avi.
If you had any problems, you can open If you are using your flyaround for the purposes
\tutorialsr\full_house\full_house_end_camera_ of exploring your design, this preview rendering
flyaround.max to see the correctly animated file. may be all that you need. For presentation
purposes you can render the flyaround to an
Create a preview: AVI file or a sequence of high-resolution TGA
Before you consider rendering your animation, it’s still images. See Rendering an Animation (page
a good idea to make a preview, which is a kind of 391).
a test rendering. It generally renders at a lower
resolution, so rendering is faster and it lets you Summary
spot errors.
You have created a camera flyaround animation
1. Make sure the Camera viewport is active, then by rotating the camera, setting three rotation keys
choose Animation > Make Preview. to achieve 360 degrees of movement. You have
The Make Preview dialog appears. learned to change the range of the animation using
the selection range in the track bar, and to use the
2. In the Preview Range group, make sure that
Key Info dialog to smooth the looping motion.
Active Time Segment is turned on.
Lastly, you have learned to create a preview of your
3. In the Display In Preview group, turn on Frame animation.
Numbers.
380 Tutorial 8: Animation Tutorials
of the interface, just to the left of the Time to move it, so that you are looking at the stairs
Configuration button and typing 90. across from the foyer.
5. Dolly the camera and target by clicking and
Animate the camera and target using transforms:
dragging in the Camera viewport. See the
illustration that follows. 1. Move the time slider to frame 270, then
right-click the Camera viewport label, and
Notice that a key now appears at frame 90.
choose Select Camera Target.
2. Right-click the Top viewport to activate it, then
right-click again, and choose Move from the
quad menu. Use the Transform gizmo to move
the camera target into the hallway.
Camera viewport at frame 630 Camera and target position as seen in Top viewport at
frame 720
9. At frame 720, again move the camera and target
so you are looking back at the doorway and 10. Turn off Auto Key mode.
the piano.
Play the animation and save your work:
1. With the Camera viewport active, move the
time slider to frame 0, then click the Play button
in the Animation playback controls. Watch
your animation play in the viewport.
2. Choose File > Save Copy As and save your
scene as my_walkin.max. Then you can create
a Preview, using the same method described
in the previous lesson, Animating the Camera
(page 374).
If you have any problems, you can open
Camera viewport at frame 720. \tutorials\full_house\full_house_end_
walkin.max for comparison.
Zoom or pan the Top viewport as needed. The
camera and its target should be positioned Create a walkthrough using path constraints:
to match this illustration at the end of your There is another method you can use to create a
animation: walkthrough animation. You can draw a spline
path through the house for the camera to follow.
In this procedure you will create a dummy object
and link the camera to the dummy. Then you will
apply a path constraint to the dummy to animate
the camera.
1. Open full_house_start_walkin_path.max.
This is the same file as you’ve been working with
before, except it has the camera path added.
384 Tutorial 8: Animation Tutorials
Summary
You have created a camera walkthrough animation Animate the daylight:
of the interior of a house. You have learned to
animate the camera using Dolly Camera And 1. Make sure Select Object is active on the
Target, as well as using the Move transform for the toolbar.
individual camera objects. You’ve also learned to 2. In the Left viewport, click the sun object in the
animate a camera along a path using a dummy. viewport to select it.
Daylight01 appears in the name field on the
command panel.
Creating an Animated Shadow
Study 3. Open the Motion panel.
4. On the Motion panel, scroll if necessary to the
In addition to animating a camera, you can
Control Parameters rollout.
animate the Daylight system’s time of day. This is a
good way to create a shadow study. 5. Turn on Auto Key.
Set up the scene: The button, the track bar, and the
• From the \tutorials\high_rise\ folder, open border of the active viewport all turn red.
cityscape.max. If you encounter a File Unit
Creating an Animated Shadow Study 389
6. Drag the time slider to frame 5, and then on the Important: Save Copy As does not open the copy.
Control Parameters rollout, change the Hours The active file is still cityscape.max.
value to 8. Tip: Always save your scene file before you
The spinner arrows of the Hours, Minutes, render.
and Seconds fields are now bracketed in red,
indicating that you have set a key to animate Render the animation:
the time of day. Rendering the animation takes about half an hour
7. Drag the time slider to frame 10, and then on a high-speed system. If you want, you can skip
change Hours to 9 . these steps and just view the file shadow_study.avi,
provided with the other tutorial files. See “View
8. Continue dragging the time slider in five-frame
the animation,” below.
increments, then increasing the time of day by
one hour at each increment. Stop when the time 1. Choose Rendering > Render.
is 17 hours (5 P.M.). This should be at frame 50. The Render Scene dialog is displayed, with the
You have set 10 keyframes (and Autodesk VIZ Render panel active.
has automatically set one at frame 0, as well) to 2. On the Common Parameters rollout, in the
track the course of the sun through a day. Drag Time Output group, choose Active Time
the time slider and watch the Left viewport. Segment: 0 To 50.
The sun moves smoothly: Autodesk VIZ
In the Output Size group, make sure that the
interpolates from one keyframe to the next so
resolution is 640x480.
each frame is different, even if it doesn’t have a
key on it. A smaller size would render more quickly, but
the shadows don’t show up as well.
Set the animation range: 3. On the Render Output rollout, click the Files
As the animation only lasts 51 frames (0 to 50), button.
you don’t need the full default range of 101 frames. A Render Output File dialog is displayed.
1. Click Time Configuration. 4. Enter a name for the animation, and choose
one of the animation formats from the Save As
The Time Configuration dialog is displayed.
Type drop-down list, and then click Save.
(This button is at the extreme lower right of the
You can render an animation to either the AVI
Autodesk VIZ window.)
or MOV (QuickTime®) formats. After you click
2. In the Animation group, change the value of Save, you see a format-specific dialog that asks
End Time to 50, and then click OK. you to specify the animation’s compression.
Now the range of frames is no greater than the You can accept the default values, and then
length of the animation. click OK.
Note: In practice, it’s a good idea to avoid
Save your work:
rendering directly to movie formats such as
• Choose File > Save Copy As. In the file dialog, AVI or MOV. Instead render to sequentially
name the file my_shadows.max, and then click numbered still image frames, and then convert
Save. them to a movie format as a second step.
This has practical value if you need to correct
390 Tutorial 8: Animation Tutorials
Summary
You can create a shadow study by animating the
time of day of a Daylight system. To do so, use the
Auto Key button, and change the hour at regular
intervals of frames. (The longer the interval, the
slower the animation will play.)
Rendering an Animation 391
When you render an still-image sequence, If you did see the Raytrace Messages dialog,
as in this case, the software automatically click the Raytracer tab of the Render Scene
appends the first part of the file name with a dialog, and then turn off Show Messages.
four-digit frame number. So the first frame 9. Allow at least four frames to render.
will be my_walkin0000.tga, the second will be
10. At this point, you can go away and return once
my_walkin0001.tga, and so on.
your rendering is complete.
8. Make sure Save File is turned on in the Render
Tip: You could also sit and watch the rendering
Output rollout, and that the Viewport field at
the bottom of the Render Scene dialog reads for errors or improvements. In the real world,
Camera03 (not Top, Front, or Left), then click this can be a good idea; to study what you are
Render. creating.
When the rendering is finished, the target
directory contains the 258 output files.
Walkthrough Assistant
Instead of manually manipulating the camera,
you can make animating much easier by using
the Walkthrough Assistant. The Walkthrough
Assistant allows you to “fly” your camera to
explore your virtual designs. Although the tool’s
name implies interior usage, the Walkthrough
Assistant is actually suitable for both interior and
7. On the RAM Player toolbar, click the Save exterior scenes.
Channel A button. In essence, it simplifies the tasks of creating a
The Save File dialog appears. camera, constraining that camera to a path of your
8. Choose AVI as the file type, and give the
choice, and then makes it easy to edit and animate
animation the name my_walkin.avi. Click various aspects of the camera such as tilt, pan
Save. and lens values. All manipulation is centralized
in the same dialog so you do not have to browse
The Video Compression dialog through various panels to make changes to camera
appears. Here, you can choose a codec parameters.
(compression/decompression type) and adjust
the quality of the file. To reduce file size, lower
the quality.
394 Tutorial 8: Animation Tutorials
Skill level: Beginner 1. In the right viewport, select the blue spline
that represents the camera path. Alternatively,
Time to complete: 1+ hours (includes rendering press H to open the Select Objects dialog, and
time to create an animation.) double-click Camera Path.
Features Covered in This Tutorial 2. From the Utility panel, click the Measure
In this tutorial, you will learn how to: tool.
• Create a target camera This tool reports the length of the camera path
• Adjust camera head tilt and angle is roughly 900 feet.
• Use Set Key to animate a camera Note: For a comfortable walking pace, which
is useful in architectural walkthroughs, you’ll
• Render an animation to a sequence of still need about a second for every 3 feet of distance.
image files For a jog or a fast run, you can go as far as 9 feet
• Create a movie file of your animation for a second. In NTSC format, that translates
into 30 frames for every 9 feet of distance
Tutorial Files traveled, or 3000 frames for 900 feet.
All the files necessary to do the tutorials
can be found on the program disc in the
\tutorials\intro_to_animation folder, unless
otherwise specified. Before doing the tutorials,
copy the \tutorials directory from the disc to your
local program installation.
This will provide sufficient frames for your the direction of travel. This is shown in the
walkthrough animation. Advanced Controls rollout at the bottom of the
The time slider frame indicator now displays dialog where both these options are enabled.
3000 frames.
Tip: If the Units Mismatch dialog displays, 5. Scrub the time slider to frame 206. You are now
choose Adopt The File’s Unit Scale and then at the other side of the hilltop. Adjust the Head
click OK. Tilt Angle to approximately -3.3 to level the
camera head, then slide the Turn Head slider to
This is the same scene from the previous lesson.
the left to adjust the rotation.
The camera is now in place but you will use
Walkthrough Assistant to animate the Turn The goal is to adjust the camera head rotation
Head parameters. so that it looks towards the tower as if it has
suddenly caught your attention.
Turning off Follow Path:
1. If the Walkthrough Assistant dialog is not
visible, go to the Animation menu and choose
Walkthrough Assistant.
2. In the Advanced Controls rollout, in the Path
Controls group, disable the Follow Path option.
You will not need it because you will control the
head rotation manually.
6. Scrub the time slider ahead to frame 408.
Adjust the Head Tilt Angle to -13.5 so that you
are looking at the pavers in front of you.
Although it’s nice to look at the scenery, it’s also
important to create a walkthrough that “feels’
Note: Disabling the Follow Path option resets the comfortable; in other words, to make it so that
camera orientation to its default value (positive the viewer doesn’t feel off balance while doing
Y). You will fix that as you start animating the the a virtual walkthrough of your scene.
head rotation from the Walkthrough Assistant
dialog.
8. Scrub the time slider to frame 800. Change the 11. Scrub the time slider to frame 1280. This time
Head Tilt Angle to about 5.6. Move the Turn change the Head Tilt Angle to about -10.4 so
Head slider to the right until the tower opening that the camera head is tilted downwards to
is centered in the camera view. match the path’s slope.
9. Scrub the time slider to frame 1050. Change 12. Scrub the time slider to frame 1420. Change
the Head Tilt Angle to about -0.8. Move the the Head Tilt Angle to about -11.9 to tilt the
Turn Head slider a little to the left so that the camera head further down.
camera is tilted in anticipation of turning left
13. Scrub the time slider to frame 1680. You’re now
after exiting the tower.
looking up again towards the tower ahead of
you. Adjust the Head Tilt Angle to about 24.7.
Slide the Turn Head slider a little to the left so
that is aimed at the second tower.
15. Scrub the time slider to frame 2030. Change the Angle to about 22.7, and move the Turn Head
Head Tilt Angle to about —12.6. slider slightly to the right so that you’re looking
towards the end of the pathway.
Summary
In this lesson, you have created a camera
walkthrough animation using the Walkthrough
Assistant. You have learned to calculate the
number of frames needed for the animation and
you have learned to automate the creation of the
17. Scrub the time slider to frame 2250. You are camera and how to constrain it to a path. Finally,
still looking at the path in front of you. Change you have learned how to manually animate the
the Head Tilt Angle to about -12.5. Adjust the head turn and tilt of the camera to create realistic
Head turn and tilt to that purpose. camera motion.
doing a few more steps than rendering directly to a 5. In the Render Output group, click the Files
movie format, but it gives you more control over button.
the file size and quality of the output. In addition, The Render Output File dialog opens.
if you have frames that artifacts or other errors,
6. Navigate to a directory where there is enough
you can repair or remove them.
disk space to save the rendered files. You can
The next lesson will take some time to render. use the Create New Folder button to establish a
Depending on the speed of your computer, the new location, if necessary.
rendering may take a few minutes to several hours.
Next you’ll define the type of still image file to
Set up the lesson:
render.
7. In the Save As Type field, click the drop-down
• From the \tutorials\intro_to_animation folder,
open great_wall_render.max. arrow and choose JPEG File (*.jpg).
Note: In a production environment, you may
Tip: If the Units Mismatch dialog displays,
choose Adopt The File’s Unit Scale and then want to use a high-quality, lossless format such
click OK. as TGA or TIF, but for the purposes of this
tutorial, you will use the JPG format to keep the
This file is similar to the one created in the size of the output files small.
previous lesson. A bobbing motion has
8. In the File name field, type my_jog.jpg, then
been added to the camera to simulate the
up-and-down effect of someone jogging along click Save.
the path. Two omni lights have been added After you click Save, a format-specific dialog
to create additional lighting but there are no asks you to specify attribute and information
settings for Global Illumination in order to settings. Accept the default values, and then
decrease rendering time. click OK.
When you render a still-image sequence,
Rendering an image sequence:
as in this case, the software automatically
1. If the Camera viewport isn’t active, right-click appends the first part of the file name with a
in it to activate it. four-digit frame number. So the first frame
2. From the Rendering menu, choose Render. will be my_jog0000.jpg, the second is named
my_jog0001.jpg, and so on.
Next, you’ll define the animation range and
output size. 9. Make sure Save File is turned on in the Render
Output group. Also check that the Viewport
3. On the Common tab of the Render Scene
field at the bottom of the Render Scene dialog is
dialog, in the Time Output group, choose
set to Walkthrough_Cam01 (not Top, Front, or
Active Time Segment.
Left), then click Render.
This option automatically renders all currently
playable frames. In this case, it should display 0
to 3000. Alternatively, you could choose Range
or Frames and set the frame range to render.
4. In the Output Size group, change the output
resolution to 320x240.
400 Tutorial 8: Animation Tutorials
9. Click OK to continue.
Summary
You have learned how to render your animation
to a sequence of still image files. This allows
you better control for later correction of your
animation. You also learned how to assemble a
still image sequence into a movie file, such as AVI
or QuickTime using the RAM Player.
402 Tutorial 8: Animation Tutorials