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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.
In this chapter, we'll be looking at Keyframe Animation. I've got a scene loaded up here with some simple transform animation. I've animated the Position and Rotation of the logo, and the Position of the camera. So I want to talk a little bit about what keyframing is. A keyframe is a user defined value at a point in time. What that means is, for example, with this logo, I've established that the logo is at a certain position here on frame 0, and it's at a different position here two seconds later.
The computer has filled in all the in-between values. So keyframing is the foundation of all computer animation, whether it be 2D, 3D, Flash, 3ds Max; all computer animation is based on this idea that we can define some value for a parameter, such as Position. We can define that as one value at a certain point in time, another value at a different point in time. The computer is going to fill in all of the blanks. It's very different from traditional hand-drawn animation in which artists literally have to draw every single frame one at a time.
But in computer animation, we can interpolate, or fill in the blanks, between these user-defined values. So the computer does all the in betweens for us. So that's a basic concept here is keyframe animation is based upon interpolating values between user-defined values at certain points in time. Those user defined values are called keyframes.
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