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With the movement of our simulated objects now in place, let's go ahead and create the actual keys for our sim. We'll do that using the Breaking Glass07 file that we saved up at the end of our last video. Before creating our keys, let's check out some of the numbers that we've been using for our animation over in the Command panel's Utilities column. Let's do this. Why don't we start by adding a couple of extra frames to the end of our file? We've been running things using simply the default 100 frames. In the Previews & Animation section, let's change our in End Frame time to 125.
Once we've done that, we're also going to want to change our total length time down in our timeline. Couple of ways we could do this. We could always simply right-click on any of the playback arrows down on the lower-right corner, from the dialog about halfway down on the left changing the End Time. But instead, let's do this. Hold down the Ctrl+Alt and right mouse buttons. Then position your mouse on the right-hand side of the Timeline. When you're in that position with the keys down and the right mouse button depressed, drag your mouse to the left until you see the number 125 on the Timeline.
This is simply a shortcut way of being able to expand your length of time. Back in the Utilities column, just so we can ratchet up the level of our precision or accuracy a little bit higher, let's change our Substeps/Key to let's say 13. During our previews, we were getting pretty darn good results using a value of 10. Taking things up to 13, we'll just fine-tune things just a little bit more. I think that gets us ready to go. Now, like in all circumstances, before creating keys--keys being pretty permanent in nature--we want to go ahead and hold at this point in time.
We'll go to the Edit pulldown menu, choosing Hold. You could have also easily used the Ctrl+8 shortcut. That gets us ready to go. Let's use the Quad menu this time to create our keys. We'll Shift+Alt+Right-click. Then in the menu, we'll drop to the lower right-hand quadrant, choosing Create Animation. When Max's warning comes up saying are you sure this is exactly what you want to do, creating those keys, we'll simply say OK. Once the calculations have been made, we can close any open boxes and play things through.
Now when you do, you are going to want to make sure that Camera view is active before beginning your play. When you play things back, just so you know, that little bobbling-around blue box that you see was that disabled fracture that we took out of play. You could always, if it's kind of gets in your way, select that fracture and right-click > hide it. I'll do that, then play things again. Now I am kind of interested to see how the glass turned out.
Let's move to a frame where things have kind of broken apart and render our Camera view. Seeing things for the first time, I think it was a good idea the way we changed both the Index Of Refraction and the two-sided option on that glass material. Let's try a different frame.
Why don't we take that Camera view full screen so we can get a closer look? Okay, that's looking pretty good, but there's one more thing that we are going to need to do.
Our glass pane doesn't start off as being broken when the animation begins, or at least it shouldn't. So as a final step we are going to have to set up a visibility track where we can unhide that original second box that we created and flip, at the point of contact, rock to window, one object out for another--actually several objects, those being the individual shards of broken glass. So let's do this. We'll save our scene out as Breaking Glass08, and we'll move into the final video for our project, where we'll set up that all-important visibility track.
Let's go ahead and do that. I'll see you in the next video.
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