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3ds Max 2011 Essential Training
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Fine-tuning the animation


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3ds Max 2011 Essential Training

with Aaron F. Ross

Video: Fine-tuning the animation

So I have done a first pass of my animation, but I really want to fine-tune this, and as I said, I can't really distinguish which keyframes are which if I select multiple objects and look in the Timeline, so that's when the dope sheet comes in handy. So I am going to the Graph Editors > Track View - Dope Sheet, and I will expand this window a little bit. If I select an object, I'll see its keyframes. So I can select all three of these animated objects and I can see their keyframes here.
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  1. 3m 19s
    1. Welcome
      57s
    2. Prerequisites
      1m 18s
    3. Using the exercise files
      1m 4s
  2. 7m 33s
    1. Using the Custom UI and Defaults Switcher
      1m 35s
    2. Setting local file paths to relative
      1m 27s
    3. Using project folders
      4m 31s
  3. 36m 35s
    1. Getting familiar with the interface
      4m 5s
    2. Touring the command panels
      1m 44s
    3. Creating primitives
      3m 5s
    4. Navigating the viewports
      3m 57s
    5. Using hotkeys
      3m 18s
    6. Choosing shading modes
      3m 6s
    7. Configuring the viewports
      3m 29s
    8. Transforming objects
      4m 32s
    9. Using the toolbars
      3m 33s
    10. Using the Modify panel
      5m 46s
  4. 36m 11s
    1. Surveying different modeling methods
      5m 18s
    2. Setting units
      5m 8s
    3. Setting home grid dimensions
      3m 37s
    4. Understanding the Level of Detail utility
      3m 34s
    5. Working with the Modifier Stack
      3m 51s
    6. Understanding dependencies
      5m 9s
    7. Collapsing the Modifier Stack
      4m 53s
    8. Working with sub-objects
      4m 41s
  5. 18m 32s
    1. Creating shapes
      5m 17s
    2. Creating lines
      2m 56s
    3. Converting a shape to an editable spline
      2m 20s
    4. Transforming editable spline sub-objects
      4m 20s
    5. Using different types of vertices
      3m 39s
  6. 35m 30s
    1. Lofting a vase
      3m 59s
    2. Setting loft parameters
      3m 49s
    3. Editing the path and shapes
      5m 18s
    4. Manipulating loft sub-objects
      3m 55s
    5. Adding a scale deformation
      5m 47s
    6. Adding a shell modifier
      3m 50s
    7. Smoothing polygon edges
      8m 52s
  7. 26m 20s
    1. Setting up the project and scene layout
      2m 34s
    2. Creating a backdrop profile line
      1m 19s
    3. Using Editable Spline Fillet
      1m 24s
    4. Extruding shapes
      2m 36s
    5. Creating text
      1m 21s
    6. Applying a bevel modifier
      3m 57s
    7. Choosing bevel parameters
      2m 33s
    8. Using Display All Triangle Edges
      1m 56s
    9. Adjusting spline interpolation
      2m 22s
    10. Deforming beveled objects
      1m 17s
    11. Exporting paths from Adobe Illustrator
      2m 39s
    12. Importing Illustrator paths to 3ds Max
      2m 22s
  8. 55m 55s
    1. Setting up the scene
      2m 8s
    2. Creating chamfer boxes
      4m 44s
    3. Smoothing edges
      1m 16s
    4. Using the Array tool
      5m 31s
    5. Grouping objects
      10m 18s
    6. Modeling lines
      11m 17s
    7. Using the Sweep Modifier
      3m 0s
    8. Soft-selecting sub-objects with Volume Select
      5m 40s
    9. Removing polygons with Delete Mesh
      2m 37s
    10. Clearing a sub-object selection with Mesh Select
      3m 37s
    11. Adding randomness with the Noise Modifier
      5m 47s
  9. 33m 2s
    1. Understanding subdivision surfaces
      2m 46s
    2. Creating a box and converting to editable poly format
      3m 54s
    3. Using the Symmetry Modifier
      1m 44s
    4. Working with TurboSmooth
      3m 3s
    5. Extruding polygons
      1m 54s
    6. Editing edge loops
      8m 15s
    7. Shaping the model
      4m 57s
    8. Baking subdivisions
      3m 45s
    9. Optimizing polygon Level of Detail
      2m 44s
  10. 38m 45s
    1. Understanding the graphite tools within Editable Poly
      2m 40s
    2. Using the Graphite Ribbon interface
      3m 26s
    3. Using traditional editable poly tools within Graphite
      11m 30s
    4. Adjusting detail with Remove and Cut
      4m 44s
    5. Using SwitfLoop
      2m 46s
    6. Constraining sub-object transforms
      2m 23s
    7. Attaching polygon meshes to a single object
      5m 33s
    8. Bridging parts of a mesh
      5m 43s
  11. 25m 24s
    1. Understanding NURBS
      2m 35s
    2. Creating NURBS curves
      7m 27s
    3. Creating a U-loft surface
      5m 52s
    4. Editing curves and surfaces
      3m 9s
    5. Setting surface approximation
      6m 21s
  12. 1h 0m
    1. Using the Material Editor
      7m 8s
    2. Choosing a material type
      3m 3s
    3. Choosing a shader type
      2m 12s
    4. Adjusting specular parameters
      3m 6s
    5. Setting opacity
      3m 5s
    6. Understanding procedural Maps and bitmaps
      4m 11s
    7. Using bitmaps
      5m 21s
    8. Navigating shader trees
      2m 27s
    9. Tracking scene assets
      4m 40s
    10. Creating simple UVW mapping
      7m 52s
    11. Adding reflections with a Raytrace map
      4m 32s
    12. Creating an environment
      5m 27s
    13. Mapping a bump channel
      7m 13s
  13. 27m 4s
    1. Creating cameras
      4m 1s
    2. Understanding target and free cameras
      4m 39s
    3. Using Camera Pan, Truck, and Dolly
      4m 8s
    4. Adjusting the field of view
      4m 59s
    5. Understanding aspect ratio
      2m 6s
    6. Showing safe frames
      3m 12s
    7. Choosing render output size
      3m 59s
  14. 43m 36s
    1. Understanding CG lighting
      5m 56s
    2. Understanding standard and photometric lights
      1m 48s
    3. Creating a target spotlight
      2m 3s
    4. Enabling viewport hardware shading
      2m 10s
    5. Previewing renderings with ActiveShade
      3m 6s
    6. Adjusting intensity and color
      2m 27s
    7. Controlling contrast and highlights
      2m 52s
    8. Setting spotlight hotspot and falloff radius
      4m 59s
    9. Choosing a shadow type
      3m 56s
    10. Optimizing shadow maps
      5m 46s
    11. Using area shadows
      3m 57s
    12. Creating omni lights
      4m 36s
  15. 43m 33s
    1. Understanding keyframes
      1m 41s
    2. Setting time configuration
      3m 48s
    3. Choosing set key filters
      1m 27s
    4. Using Set Key mode
      2m 39s
    5. Editing keyframes in the Timeline
      2m 43s
    6. Using Auto Key mode
      5m 44s
    7. Creating animation in passes
      2m 40s
    8. Animating modifier parameters
      3m 53s
    9. Working in the dope sheet
      7m 47s
    10. Editing function curves
      5m 28s
    11. Looping animation
      5m 43s
  16. 43m 54s
    1. Understanding hierarchies
      3m 16s
    2. Understanding reference coordinate systems
      5m 51s
    3. Editing pivot points
      4m 40s
    4. Linking objects
      3m 20s
    5. Using the Schematic view
      1m 59s
    6. Preventing problems with scale
      7m 50s
    7. Animating a hierarchy
      10m 11s
    8. Fine-tuning the animation
      6m 47s
  17. 20m 53s
    1. Understanding controllers
      3m 55s
    2. Applying path constraints
      4m 55s
    3. Assigning a link constraint
      2m 27s
    4. Using the Motion panel
      2m 48s
    5. Animating constrained objects
      6m 48s
  18. 28m 29s
    1. Understanding particle systems
      2m 24s
    2. Emitting particles from an object with PArray
      2m 18s
    3. Adjusting particle parameters
      5m 33s
    4. Binding particles to a gravitational force
      2m 51s
    5. Colliding particles with a POmniFlector
      6m 4s
    6. Creating a particle material
      3m 23s
    7. Mapping opacity with a gradient
      2m 1s
    8. Assigning a material ID G-Buffer channel
      46s
    9. Creating a lens effect glow
      3m 9s
  19. 18m 50s
    1. Understanding image sequences
      5m 40s
    2. Setting render options
      7m 53s
    3. Compressing an image sequence to a movie
      5m 17s
  20. 27s
    1. Goodbye
      27s

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3ds Max 2011 Essential Training
10h 4m Beginner May 26, 2010

Viewers: in countries Watching now:

In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.

Topics include:
  • Getting familiar with the 3ds Max interface
  • Creating shapes and splines
  • Modeling Loft objects
  • Creating motion graphics
  • Modeling with polygons and subdivisions
  • Modeling with NURBS
  • Shading objects with materials and maps
  • Setting up camera and scene layout
  • Lighting basic scenes
  • Animating objects with keyframes
  • Editing keyframes in the Curve Editor
  • Constructing and animating hierarchies
  • Using animation Constraints
  • Animating particle systems
  • Rendering animations to disk
Subject:
3D + Animation
Software:
3ds Max
Author:
Aaron F. Ross

Fine-tuning the animation

So I have done a first pass of my animation, but I really want to fine-tune this, and as I said, I can't really distinguish which keyframes are which if I select multiple objects and look in the Timeline, so that's when the dope sheet comes in handy. So I am going to the Graph Editors > Track View - Dope Sheet, and I will expand this window a little bit. If I select an object, I'll see its keyframes. So I can select all three of these animated objects and I can see their keyframes here.

Turntable, Shoulder and Elbow, and I can zoom in on this a little bit with my Zoom Region tool. I know that these are all Rotation keys but if I wanted to, I could drill down into here and look at these. So you got Transform, Rotation, and you'll see that it's created keyframes for x, y and z. I'm going to have to leave those alone for now, but if I really wanted to, I could go ahead and delete them to make things simpler, but I don't have to because I can treat all of the Rotation keys as the single unit by just moving them in the Rotation channel.

So if I use my Move Keys tool, I can select here and you will see that selected all of the Rotation keys. If I select up here at the Transform level, that will select all of the Transform keys. In this case, I only have Rotation keys, so either way is fine. So what I would like to do here is just change the timing of this a little bit. So let's say I want this movement here to happen more quickly. I can select these keys with the Move Keys tool and move them earlier in time, and that's going to create a gap in the motion here. Play that back.

So it's going to think about it for a second and then tilt down. Okay and what I really want to happen here actually is instead of these two parts moving one at a time, let's say I want them synchronized. So I will figure out what's going on here, so this is my Shoulder and Elbow and you will see these are the Shoulder keyframes and these are the Elbow keyframes. So if I want this to move synchronously, I can move the keys around. So I will take this Elbow key and move it so that it's lined up with that Shoulder key, and I can line this one up as well.

Again, I am moving all of the keyframes on that object all at once. Rewind, play it back, so you can go over and then they're both going to animate at once. So that's kind of a neat effect. As you can see here, it's kind of a cool robotic effect, okay. Also, in the Dope Sheet I can stretch time. So that's the cool thing that I can do. I go about to my Dope Sheet and scroll up to the top and what I want to do is I want to turn on an option that's going to allow me to animate all the keys in the World all at once, and that's what this is up here. Modify Child Keys.

If I turn that on then I am going to see up at the top here in this World row. These are all of the keys in my whole world. So I can grab these and do things to them, like I can use the Move Keys tool and shift that all down or whatnot, make it happen later, or I can hit Ctrl+Z to move that back, but I can also go into a completely different mode within the Dope Sheet that will let me treat these keyframes as sort of an entire range.

So that's called Range Edit mode or Edit Ranges mode. So I can activate that mode and now what I am seeing here are these lines that indicate this whole range of keyframes. And if I am going to stretch time out, I can just drag this out in the World then I am moving all the keyframes in the World. I am actually stretching time for my entire World. So that's pretty cool. So let me zoom out here with the Zoom Horizontal and if I wanted this to go much more slowly, to take 8 seconds, I'll drag that range bar out for all the keys in the World.

So again, I've got to have Modified Child Keys turned on, and I have got Edit Ranges turned on. Rewind and it's doing that same motion. It's just taking a lot longer to do it. Okay, going back up to my Track view, I could play around with different things. So if I scroll down here, you can see I have got my robotShoulder and robotElbow. I can actually move those to an earlier point in time, so that there is not so much of a long wait there.

So I can drag these guys out. I have actually selected both of them by clicking on those and I'll move those down. So I will play that back. There is not as much of a gap there. I will go back into my Track view, back into Edit Keys mode and then for the Shoulder and the Elbow, maybe I will move those keyframes even earlier. So -- oops! I've selected all of them, so Ctrl+Z to undo. I just want to move these and rewind.

Okay, so that's not the most exciting animation. I could probably make this go faster. So I will go back into Edit Ranges and speed it back up again, give it only four seconds. And by the way, by default, 3ds Max is actually going to snap those keyframes to whole number frames and that's shown here, Snap Frames. So that when you scale time or you move keys around, they won't end up on fractions between frames.

Finally, if I wanted to fine-tune this a little bit more, let's say I wanted to have a more robotic type of movement here. I might decide to go into the Graph Editors > Curve Editor and play around with these curves. Let me expand this out a little bit. So I have got all of those three objects currently selected. So I am seeing all of their keyframes. So for a truly robotic movement, if I wanted to make it just linear, I could select all the keys and then choose linear, Set Tangents to Linear.

Rewind and this is going to be a more sudden stop, sudden start, so that it's not quite so smooth. So there is no ease in and ease out. So it's a very simple starting example of animating a hierarchy.

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