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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
One of the things I've been doing in 3D for many, many years is animating things that normally you wouldn't think to animate, and in this case, I'm going to animate a texture in modo. Obviously, we can animate cameras, and we can animate motions. I've showed you earlier how we can animate the camera zoom alone just to create a little bit more interest. But there is a lot of time you might not think about actually animating the texture. Why would you do that? Well, I've done it for animated cells as a background image. You can do it as an element that you're going to drop back in over a video edit and you're going to put graphics on top of it just for design elements--all kinds of things like that.
So what I have set up here, very simply, is a flat board and on that board is a base color, which doesn't really matter, because we're overriding it with a Marble Noise. This is added as a Enhance modo Texture from the Noise category. And what we're going to do with this is simply just animate this value. And how do you do that? Well, again, anytime you see these little dots that means one of those values can be animated. So I'm going to pull all this up so you can see everything. What we have here is just this base color of brown and the top color as beige.
Now if you just simply click on some of these and drag, you can actually see that preview render start to change. And I'm going to put the Ray GL, might be able to see it a little better in here. What's happening is that I'm actually just animating this value. Here I'm just of course clipping it away. So that's kind of a neat thing. I've used this. I had a project for The American Dental Association a number of years ago, and we had to animate plaque building on. So in combination with some other techniques, just adding on this value looked like the plaque was appearing on the teeth, so kind of keep that in mind--and you would just set a keyframe for that.
But in this case what I want to do is play with some of the frequency, and what I'm going to do is just bring this Frequency down to about 1. And we're going to be at frame 0 like this, and we're going to hit the little button right here and that's creates a keyframe for this value, sets it to 1 at frame 0. And then at frame 120, we're just going to drag our Timeline over to 120, and then we're going to drag the Frequency up, and then over time that value is now animated.
Now you can do all kinds of things with this. You can change the Noise Seed if you want. And what the Noise Seed will do, it will just push that around, just move it all around, almost like it's swimming. Now you take that to the next level by taking the camera, and let's open this up. Let's take the camera itself right here, and that's at frame 0, and we're going to press the Y command for the camera. Notice when I do that that the timelines blanks out, because that's suddenly activated the Position and Rotation channels. And then if I'll hit Shift+Y, I incidentally create a keyframe for all of that.
Then I'm just going to push the camera in just a little bit up here in the Perspective view, okay, and that's going to adjust those keyframes. And then at 120 I want this to actually just kind of come out a little bit, and we're just going to rotate it on the bank, just a little bit. So my final animation will actually see these textures just kind of swimming around, and then the camera's pulling out as you see that, almost very scientific like. So we'll come back and we'll render this out, so you can actually see, #1, how to set up a render, but #2, how that final render looks.
So this scene is called non-traditional, and you can call that up and take a look and adjust it yourself. One last thing I'm going to do for this Marble Noise is adjust the Noise Seed. I'm going to animate that as well. So again at 0, the Noise Seed I'm going to set to 250, like this, and I'm also going to adjust my Frequency to about 3, just like that, just so it's not so streaky. And then we're going to go back to 120, and I'm going to adjust the Frequency back to 6, and the Noise, we're going to double to 500.
And that way it still looks the same at our first frame and our last frame. We don't want to adjust it so much that the texture actually looks different; we just want to move it around--and that's all we did by changing the Noise and the Frequency. So when it comes to animating in modo, don't just think of actual motions; think of values, think of lights, think of textures, think of colors that you can keyframe every one of those and make a much more dynamic animation.
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