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Creating keyframes in Auto Key mode

From: 3ds Max 2015 Essential Training

Video: Creating keyframes in Auto Key mode

3ds Max provides another method for creating Now Auto Key is kind of unique in that, if you are Okay, so that's kind of a bit non-intuitive, Okay, so a better way of using Auto Key is to start on your first frame, and then And then, click on Set Key, and create your key manually.

Creating keyframes in Auto Key mode

3ds Max provides another method for creating animation, and that is Auto Key mode. And when you're in Auto Key mode, almost anything that you do in the program is going to create key frame. So it's one of those modes that you need to be careful with because if you're not paying attention, you can accidentally start creating animation on things you didn't mean to. A really common error that people make and that I've made myself many times, is leave the Auto Key button on and start working on materials, and actually animate the materials accidentally.

So, if you use Auto Key just be very aware of whether it's on or off. To enable it, just click on the Auto Key button here. And as soon as that's on, as I said, literally almost anything that you do is going to start creating key frames. Not just position, rotation, but things like object parameters and materials. It's all keyable, which is amazing, but again Auto Key is, you know, kind of a dangerous tool because if you're not paying attention you'll start key framing stuff without knowing it. What I want to do here is, I just want to move the logo down into the frame.

Now Auto Key is kind of unique in that, if you are not on the first frame of your timeline, then if you move something or change some parameter, 3ds Max will create a key frame on frame zero or whatever the first frame of your time line is. So this is kind of a bizarre behavior, but, you'll get used to it. So, by way of illustration, let's say I go to, you know, frame 120 and I grab my logo, and then I move it up out of the frame.

As soon as I do that, now, suddenly I don't just have a key frame on frame 120. I also get one on frame zero. And what's going to happen here now is that, the object is going to move upward in the frame, so if I rewind and play this back, you'll see it move up. Okay, so that's kind of a bit non-intuitive, the fact that if there is no key frame before the current time when you create your first Auto Key, then you'll get two for one. You'll get two key frames.

One at the former position, it'll be created at the first frame, and then one at the current time position, and that'll be where you're currently parked. So, again, that's kind of weird. What I recommend to prevent this happening is to always start at range zero when you're using Auto Key or whatever the first frame of your animation is. I'm going to select these keys here by dragging a rectangle around them, and delete them and start over. Just press the delete key on the keyboard, and that deletes those keys but not the selected object.

Okay, so a better way of using Auto Key is to start on your first frame, and then place your object wherever you want it to be on frame zero, or whatever your first frame is. In this case, just right outside of the frame, there. And then, click on Set Key, and create your key manually. And I'm just keying position, currently. Okay, so this is just a work around for the unusual behavior of Auto Key. I've got one set manually, and now if I go back to Auto Key, and then go to some later point in time, let's say frame 90, and then move the object down, that's going to be a lot more predictable behavior.

All right, so now I've got a keyframe at frame 90, and I had an existing one over here already. And rewind that, and now that's doing what I want. It's moving down instead of up. Cool, so that's pretty straightforward. In Auto Key mode, if you simply position at a particular key, like directly on a key, and then make a change, you will edit that key frame. By way of example, let's say I park on frame 90 and then I move the object down here. Soon as I release the mouse, I've just updated that key frame.

I've overridden whatever data was there. We can rewind that and prove that it's going to slide over to the right. So that's actually a useful thing, because, you know, you can edit key frames directly without having to go into the curve editor or anything else. To help you with that, sometimes you might want to advance directly to a key frame. So on your transport controls here. There's a handy button here, that says Key Mode Toggle. If you click on that, then these little arrows here don't move one frame forward, they move to the next key frame of the selected object.

So if I click this, it's going to snap exactly to frame 90, because that was the next key frame. Okay, cool. So I can bring this back over. And soon as I release the mouse, once again, that key frame has been updated. Once I'm done, I have to always remember to exit out of Auto Key. And if you don't once again, you know, scary things may happen. Finally of course I can edit this. You know, I can maybe move these down a bit. Maybe I'll take that down to frame 120, and maybe bring this one to frame 60 or something. And just like I did before, I want no ease out of the starting position.

So that we have a linear rate of motion at the beginning of the animation. So once again I'll go into the curve editor. Another way to get there is through the Graph Editor's menu. And I can choose Track View Curve Editor. And here we see the position keys for the logo, and I can just select those first three keys and set them to linear. Close that window, rewind, see what that looks like in the camera view. So, at frame 60 that comes into frame. All right, very cool. So that is Auto Key.

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This video is part of

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3ds Max 2015 Essential Training

147 video lessons · 5425 viewers

Aaron F. Ross
Author

 
Expand all | Collapse all
  1. 2m 6s
    1. Welcome
      1m 2s
    2. Using the exercise files
      1m 4s
  2. 14m 44s
    1. Using project folders
      5m 42s
    2. Customize user interface and defaults
      4m 4s
    3. Setting preferences
      4m 58s
  3. 49m 17s
    1. Getting familiar with the interface
      3m 39s
    2. Using the Create and Modify panels
      3m 36s
    3. Choosing units of measurement
      4m 12s
    4. Controlling the grid display
      5m 16s
    5. Navigating in viewports
      6m 2s
    6. Using hotkeys
      5m 55s
    7. Transforming objects
      7m 26s
    8. Choosing shading modes
      6m 30s
    9. Configuring viewports
      6m 41s
  4. 37m 49s
    1. Creating an image plane
      6m 1s
    2. Controlling Display properties
      2m 28s
    3. Creating primitives
      7m 4s
    4. Working with Scene Explorer
      3m 39s
    5. Understanding level of detail
      2m 46s
    6. Working with the modifier stack
      3m 38s
    7. Understanding dependencies
      5m 23s
    8. Collapsing the modifier stack
      6m 50s
  5. 1h 5m
    1. Using the Graphite ribbon with Editable Poly
      4m 47s
    2. Working with subobjects
      6m 0s
    3. Welding vertices
      6m 47s
    4. Choosing a transform center
      4m 22s
    5. Detailing with Cut and Remove
      4m 30s
    6. Detailing with QuickSlice
      4m 56s
    7. Using soft selection
      4m 9s
    8. Faceting corners with Chamfer
      3m 2s
    9. Using Window/Crossing Selection
      2m 50s
    10. Using Paint Selection
      5m 21s
    11. Combining objects with Attach
      1m 44s
    12. Joining elements with Bridge
      4m 39s
    13. Branching polygons with Extrude
      3m 44s
    14. Smoothing and hardening edges
      8m 46s
  6. 43m 50s
    1. Understanding subdivision surfaces
      7m 35s
    2. Creating an editable poly object
      4m 29s
    3. Adding the Symmetry modifier
      3m 30s
    4. Choosing NURMS or TurboSmooth
      7m 16s
    5. Roughing out the shape
      8m 9s
    6. Inserting edge loops with SwiftLoop
      3m 8s
    7. Constraining subobject transforms
      1m 37s
    8. Welding the seam
      1m 59s
    9. Adding asymmetry
      2m 14s
    10. Baking subdivisions
      3m 53s
  7. 35m 52s
    1. Sculpting with Paint Deform
      6m 33s
    2. Using Noise and Relax Brushes
      4m 30s
    3. Setting Paint options
      3m 46s
    4. Controlling Brush options
      5m 11s
    5. Conforming one object to another
      3m 53s
    6. Sculpting with Conform Transform brushes
      5m 52s
    7. Duplication with Object Paint
      4m 20s
    8. Positioning objects with Select and Place
      1m 47s
  8. 33m 32s
    1. Creating a line
      2m 21s
    2. Moving a pivot point
      1m 37s
    3. Revolving a surface with a Lathe modifier
      2m 27s
    4. Using different vertex types
      3m 4s
    5. Using axis constraints
      6m 14s
    6. Extending a spline
      4m 8s
    7. Snapping an Arc primitive
      2m 23s
    8. Combining splines with Attach and Merge
      1m 31s
    9. Rounding corners with Fillet
      1m 28s
    10. Offsetting a spline with Outline
      4m 13s
    11. Adjusting level of detail with Interpolation
      4m 6s
  9. 31m 34s
    1. Understanding NURBS
      2m 48s
    2. Creating NURBS curves
      4m 24s
    3. Converting objects to NURBS
      3m 32s
    4. Cloning subobjects
      3m 13s
    5. Creating a U loft surface
      3m 29s
    6. Rebuilding curves
      3m 18s
    7. Setting Surface Approximation
      6m 36s
    8. Grouping objects
      4m 14s
  10. 41m 25s
    1. Understanding hierarchies
      3m 1s
    2. Moving and rotating pivot points
      7m 50s
    3. Understanding coordinate systems
      6m 53s
    4. Setting Axis Order for rotation
      6m 0s
    5. Linking objects
      3m 41s
    6. Using the Schematic view
      3m 8s
    7. Locking transforms
      2m 57s
    8. Avoiding problems with scale
      7m 55s
  11. 32m 35s
    1. Exporting paths from Adobe Illustrator
      2m 40s
    2. Importing Illustrator paths to 3ds Max
      1m 20s
    3. Creating a Text primitive
      4m 25s
    4. Applying a Bevel modifier
      3m 48s
    5. Instancing a modifier
      2m 13s
    6. Editing text splines
      6m 12s
    7. Viewport clipping
      1m 16s
    8. Controlling level of detail
      3m 44s
    9. Editing polygons
      6m 57s
  12. 29m 7s
    1. Merging scenes
      1m 43s
    2. Managing Display layers
      5m 0s
    3. Creating a target camera
      5m 51s
    4. Enabling Safe Frames
      3m 23s
    5. Choosing an aspect ratio in Render Setup
      2m 34s
    6. Adjusting Field of View
      3m 48s
    7. Using a free camera
      6m 48s
  13. 40m 17s
    1. Setting up Time Configuration
      2m 5s
    2. Choosing Set Key Filters
      2m 11s
    3. Creating keyframes in Set Key mode
      3m 37s
    4. Editing keyframes in the timeline
      1m 24s
    5. Editing position keys with trajectories
      3m 5s
    6. Editing function curves in the Curve Editor
      8m 33s
    7. Creating keyframes in Auto Key mode
      5m 55s
    8. Building up animation in passes
      5m 34s
    9. Editing keyframes in the Dope Sheet
      7m 53s
  14. 21m 23s
    1. Understanding controllers
      2m 53s
    2. Assigning a Link constraint
      2m 27s
    3. Adding link targets in the Motion panel
      1m 56s
    4. Animating constrained objects
      4m 47s
    5. Constraining animation to a path
      9m 20s
  15. 54m 32s
    1. Understanding CG lighting
      5m 56s
    2. Creating a target spotlight
      2m 6s
    3. Adjusting intensity and color
      2m 33s
    4. Setting spotlight Hotspot and Falloff
      3m 0s
    5. Correcting gamma
      5m 31s
    6. Previewing renders with ActiveShade
      3m 13s
    7. Controlling contrast and highlights
      2m 59s
    8. Choosing a shadow type
      2m 56s
    9. Optimizing shadow maps
      7m 4s
    10. Optimizing area shadows
      6m 9s
    11. Creating Omni fill lights
      6m 16s
    12. Using the Light Lister
      2m 49s
    13. Excluding objects from lights
      4m 0s
  16. 27m 21s
    1. Using the Slate Material Editor
      3m 28s
    2. Choosing material and shading types
      4m 0s
    3. Working with scene materials
      4m 49s
    4. Adjusting specular parameters
      5m 53s
    5. Assigning Multi/Sub-Object materials
      9m 11s
  17. 46m 48s
    1. Applying 3D procedural maps
      8m 34s
    2. Working with bitmap image files
      4m 32s
    3. Tracking scene assets
      7m 32s
    4. Projecting UVW mapping
      3m 3s
    5. Using Real-World Map Size
      3m 50s
    6. Mapping a bump channel
      2m 25s
    7. Adding reflections with a Raytrace map
      6m 47s
    8. Painting objects with Viewport Canvas
      10m 5s
  18. 19m 27s
    1. Choosing a renderer
      6m 7s
    2. Choosing Quicksilver options
      2m 33s
    3. Enabling motion blur in the software renderer
      3m 38s
    4. Rendering image sequences
      3m 58s
    5. Playing image sequences in the RAM Player
      3m 11s
  19. 15m 37s
    1. Controlling mental ray sample quality
      4m 28s
    2. Tuning Final Gather
      5m 15s
    3. Enabling motion blur in mental ray
      3m 18s
    4. Distance blurring with depth of field
      2m 36s
  20. 24s
    1. Goodbye
      24s

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