Animating With Auto Key-1
Animating With Auto Key-1
A bouncing ball is a common first project for new animators. This classic
example is an excellent tool for explaining basic animation processes in 3ds
Max.
■ Work with the Dope Sheet Editor to speed up animation and reverse time.
■ Animate using Set Key mode.
1 On the Quick Access toolbar, click the Open File button, navigate
to the animation\auto_key folder and open bounce_start.max.
NOTE The following illustrations display the grid differently than you will see
in your viewports. For ease of use, press G on the keyboard to hide the display
of your grid.
This file has the Perspective viewport displayed on the lower left. This is
not the standard viewport layout; the layout has been customized for
this lesson.
The Auto Key button and the time slider background turn red
to indicate that you are in animation mode. The viewport is outlined in
red, as well. Now, when you move, rotate, or scale an object, you create
keyframes automatically.
4 Right-click the ball and choose Move from the Transform quadrant of
the quad menu.
The box is built off the world origin, so a Z position value of 0 will set
the ball directly in contact with the box.
You need to make the ball rise up to its original position at frame 30.
Instead of moving to frame 30 and moving the ball back up in the air,
you'll use a different method.
TIP You can zero the Z coordinate (or any other spinner) by right-clicking
the spinner arrows.
7 Put your mouse over the time slider's frame indicator (the grey box that
currently reads 15/100 and right-click.
The Create Key dialog appears.
8 In the Create Key dialog, change the Source Time to 1 and the Destination
Time to 30, then click OK.
This copies the key from frame 1 to frame 30.
12 In the Time Configuration dialog > Animation group, set Start Time to
1 and End Time to 30. Don’t click the Re-Scale Time button. Click OK.
3ds Max lets you work in an active time segment that’s a part of a larger
animation. Here you are making frames 0 through 30 the active time
segment. Notice that the time slider now shows only these frames. The
other frames still exist, they just aren't part of the active segment at the
moment.
2 From the Views menu, click Show Ghosting to turn on this feature.
The ghosting feature shows object positions before the current keyframe
in an aqua color.
3 Go to Customize menu > Preferences > Viewports tab, and set Ghosting
Frames to 4 and set Display Nth frame to 3. Click OK to exit the dialog.
The viewport displays the ghosting.
5 Now, to control the in-betweens, right-click the ball in the viewport and
choose Curve Editor.
The Function Curve Editor is displayed across the top two viewports.
The Curve Editor is composed of two windows, a Controller window on
the left that shows the names of tracks, and a Keys window on the right
that shows keys and curves.
6 In the Controller window on the left, click to select only the Z position
track.
Now the only curve displayed in the Keys window is the one you want
to work on.
7 Move the Track View time slider (the double aqua line in the Key
window).
As you move back and forth the animation plays in the viewport.
If you look carefully you'll see a dark dot on the curve at frame 15.
8 Drag around the dark dot (the position key) to select it.
The selected key turns white on the curve.
You will now manipulate the curve using tangency handles. To access
the handles, you must change the tangency type.
10 Hold down the Shift key and drag the left handle on the left upwards in
the Key window.
You'll change one more setting to make this tool more useful.
1 On the Track View Options menu turn on Interactive Update. Now move
the time slider to frame 15, then manipulate the tangency handle while
observing the effect in the ghosting. You can clearly see the changes as
you work.
2 Set the tangency handle so the in-betweens are mostly drawn toward the
raised position (see the illustration that follows). With interactive update
on, you can do this with very fine control.
3 Move the time slider to frame 30, then adjust the right tangency handle
so it approximately matches the left one.
4 Turn off Views > Show Ghosting and then play the animation.
Concentrate on the movement of the ball. Adjust the curve handles some
more while the animation plays. Observe the effect.
The ball leaves the table as quickly as it hit it, then begins to slow down
as it rises.
You’ve made the ball bounce once. In the next section, you’ll learn to repeat
the bouncing of the ball using Out-of-Range types in Track View.
3 In the Controller window, make sure that only the Z Position track is
selected.
Before you repeat the keyframes, you'll extend the length of the
animation.
There are no keys beyond frame 30. Any change made to the original
keys will be reflected in the looping.
TIP You can create keys for the out-of-range curves by choosing Utilities >
Track View Utilities > Create Out of Range Keys.
TIP If you want to keep using your own bouncing ball, you can merge the
text object in from the bounce_dummy.max file by going to the Application
menu and choosing Import > Merge.
1 Go to frame 1.
2 Click the Top viewport to activate it, then zoom in on the ball and the
box.
5 Hold down the mouse button and drag outwards to create a dummy
object.
If you look in the Front viewport, you'll see that while the ball is up in
the air, the dummy is positioned at the same level as the box.
Next you will align the dummy so that it is centered over the ball when
viewed from the top.
6 On the toolbar, click Align. Then in the Top viewport, click the
ball.
The Align Selection dialog is displayed.
9 On the Adjust Pivot rollout, click Affect Object Only to turn it on.
The pivot icon is displayed in the viewport.
Now you can move the object to change its relationship with the pivot
point.
10 Turn on Select And Move, and raise the dummy cube so its base
is level with the pivot tripod. Use the Transform gizmo so the dummy
only moves up.
TIP You can increase the size of the transform gizmo by pressing the = key
repeatedly until the gizmo is the size you want.
1 In the Front viewport, zoom in so you can see the dummy and the ball.
3 Move the cursor over the ball, then press and hold the mouse button.
The cursor changes to two interlinked boxes.
4 Move the mouse to the dummy. A rubber-band line follows the cursor.
When the cursor passes over the dummy, it changes again. One box is
white, showing you this object (the dummy) will be the parent of the
first object (the ball). When the cursor has changed, release the mouse
button.
3 Test the linkage by transforming the parent object. Rotate the dummy
in the viewport. The ball should rotate as well.
Now you're ready to animate the dummy. You'll use simple Auto Key
animation first, so you can understand the process.
1 Grab the divider lines between the viewports and drag them so the
perspective viewport is wide screen.
6 Move the dummy using the Transform gizmo so the ball is touching the
box.
You just set two keys for the dummy, one at the start location at frame
0 and a second at frame 15.
7 Go to frame 30 and move the dummy again to the right of the box, so
the ball continues to bounce away, rather than straight up in the air.
You've now set a third key at frame 30. If you play the animation, you'll
see the ball bounce off the box as if it had been tossed.
You can display the trajectory of the ball to help visualize the animation.
Here's how.
3 Watch the position of the trajectory and move the dummy until the
bounce point of the trajectory intersects the top of the letter F.
2 In the track bar, select the key at frame 30 and delete it.
3 Move the time slider to frame 45 (or enter 45 in the Current Frame field).
4 Position the dummy so the ball bounces on the double L's in the word
“Follow”.
■ ll at frame 45
■ w at frame 75
■ th at frame 105
■ b at frame 135
■ u at frame 165
■ c at frame 195
■ ba at frame 225
6 At frame 240, move the dummy so the ball move away from the letters.
8 Save your work as mybounce_text.max. If you had any trouble, you can
open the file bounce_text.max to see the correct animation so far.
Next you will learn to use a multiplier curve to affect the height of the
bouncing ball.
4 On the Navigation: Track View toolbar (at the lower right of the
Keys window), click the Zoom Region button. Drag a zoom region window
around the key at frame 240 on the multiplier track.
6 On the Track View toolbar click Move Keys to turn it on, then
move the multiplier key downward, while observing the effect on the
trajectory in the Perspective viewport.
Lowering the multiplier curve shows effect on Z position curve in Keys window
TIP You can type in precision values on the Key Stats: Track View toolbar.
While working with Multiplier curves, if you're not sure you like the
results, you can just turn them off. Select the Multiplier curve in the
Controller window, then on the Curves menu choose On/Off.
2 Select the dummy object in the viewport. Then, on the Graph Editors
menu, choose Track View — Dope Sheet.
3 On the Keys: Dope Sheet toolbar, click Edit Ranges. By default, the
Keys: Dope Sheet toolbar is on the top left.
The Keys window now displays the ranges for the animation.
4 In the Controller window, highlight the item label Dummy01. This way
you will adjust the ranges of all the dummy’s tracks at the same time.
Before making changes to the dummy, you want to make sure that you
also are making changes to the bouncing ball as well. Since the bouncing
ball is the child of the dummy, you'll use the Modify Child Keys button.
6 Click the end of the Dummy range and drag it to the left to around frame
100.
TIP You can raise the time ruler up from the bottom of the Keys window for
greater precision.
Reverse time:
You can reverse the animation by using the Time tools available in Dope Sheet
mode. It's easy to do.
3 In the Keys window, on the Dummy track, drag from frame 0 to frame
100 to select the time.
The time is displayed as a light yellow band in the Dummy track.
TIP You can easily reverse the playback of an animation using controls found in the Time Configuration menu. But if
you need to reverse the keys themselves, this is the technique to use.
Summary
These Animation tutorials introduced you to the techniques of creating animation. You learned how to animate a
bouncing ball using the Auto Key button and transforms, how to control in-betweens using key interpolation and
ghosting, and how to loop animation using Track View controls. Finally, you've learned about animating with
dummy objects, using the Dope Sheet editor and weighted list controllers.