Join Henry Santos for an in-depth discussion in this video Basic animation workflow, part of MODO Essential Training.
- [Instructor] Now that we're ready for animation, let's go through Modo's basic workflow for animating. So here we are in the animate tab, and we have a box, and this box wants to move over to that side. So we notice here in the animation tab we have a play button that's below the timeline, and if you hit play, it animates that box. Let's take a look at how that's happening.
So if we select this box and let's go down to our timeline, we notice that there is a white dot here at frame zero. If I click and drag on that zero, I'm gonna scrub through the timeline. That's the animation term for going back and forth along the timeline, and it stops moving where there is another white dot. That white dot. So if we look at this point in time here at zero, and then look in our position values.
So this area here to the right side of that lower area underneath the timeline, these are our channels that show what the position is, what the rotation is, and what the scale is. So let's take a look at the position. We know there's an animation there, so what's the difference between the other ones? So we have a red dot to the left of that, value, and if we look at the rotation, there is no red dot. So the red dot signifies that there is an animation happening on that object, but even more, there is a keyframe there.
So that keyframe is a snapshot of that position in time, and if we click and drag the timeline and go to 60, where there is another white dot, there's another keyframe there, but it's only on the X because there's only motion happening on the X direction. That's okay, that's called auto keying. So Modo will automatically set a keyframe there if it notices there is a change in something that has been animated. So let me drag this over to 120 on the timeline and I will hit the W key on the keyboard and click on the red arrow and move it back to the center.
There it is, at the center. So let's scrub back and forth on the timeline. So it goes from that side to this side, now back. So we've created a really cool animation. Let's go through the process of setting that keyframe with the rotation tools. So we're at frame zero. I wanna rotate it. So I'm gonna hit the E key on the keyboard. So there it is, it's in that position. So I'm gonna move it to frame 60. Okay, I'll rotate it a little bit, or a lot, and now let's scrub back and forth and see our great animation, which isn't there.
So what we didn't do at frame zero was set a keyframe in. So we didn't establish a keybrame or a snapshot. So Modo doesn't realize that you wanna animate the rotation. So at frame zero, I'm gonna go to the Y value here, below the timeline. So it's near the bottom right side of our screen. Set that to zero. Now that's at zero, and now to the left of all of these rotation values is a key rotation channel on selected item button.
So right now we have the box selected. I'm gonna hit this key rotation channel and there we have all the red dots at frame zero. So we're looking at frame zero on the timeline. Now we can go over to frame 60, and let's say I wanna rotate this guy. So 194 degrees it says here in our Y rotation value, and also notice that it has a red dot. If you see a green dot to the left of these channels where it says zero here, that means there's an animation on the rotation but not necessarily a keyframe at this point in time.
So now let's scrub back and forth and see what happens. There we have a rotation. If you notice on our timeline, we don't have a green line connecting 60 to 120. So let's go to frame 120, and then continue to rotate this even more. Alright, let's hit the play button. So it spins and stops. That is cool.
Alright, so at frame 120 I actually want this to be flat. There you go. Play that again. So you can change these values in time. And you gotta be careful. Once you set these keyframes, and say you're on frame 90 and you said, oh rotate it this way a little bit. Rotate it like this, oops, and hit play.
So now there's a keyframe at 90 but it kind of messes up that animation. So let's undo that. There we have it. So let's go ahead and delete this. Let's take a look at a different way of animating. I'm gonna rotate this so it's flat. Actually we can go to our rotation values and hit zero, and let's go to our setup tab.
In the setup tab we have our timeline down below, and there are keyframes there. So we need to make sure we delete all the keyframes. I selected that keyframe, select the keyframe at 120 on the timeline, and delete all the keyframes. So we have this cube right in the center. So we can also deform this guy. So we can go to our tool sets and under the deformers tool set, that's on the left side of the screen, we have apply mesh deformers.
It's near the bottom of this list of options we have here, or tools that we have. So while we have the box selected, let's hit bend, and that puts a little effector thing right there. So now let's go to our properties panel. It's on the right side here, and then look at our group of properties. Look for the bend effector group of properties, click on that, and we can hide this transform value, and at the bottom of this list we have bend defector.
Let's change the angle by scrubbing left and right and see what happens to that box. Rotate our view so we can see it a little bit better. That is pretty cool. So what we can do then, let's set that to zero. Remember how we set keyframe at zero before we moved the box. We have to do that again if we're gonna animate this. So let's start out by going to the timeline down below and setting the key to zero.
We have that at zero, and now we're not moving it or rotating. Looking at these tools down in the bottom row of tools. Looks similar to the animate tab, but we're gonna go to the properties panel and look at the angle. There's a little gray dot there. Now it's gray now because we changed the value but brought it back to zero. So that gray says that we've actually done something with it in the past. The other ones are completely grayed out.
That little gray dot, let's click on that. Now it's red. So what that means is we've created a keyframe, but we've also set it up for animation. So if you see this dot here, so we have it on the axis, we have it on the length, we have it on the radius. Those could all be animated. So it' set to zero, great. Let's move to frame 60 by going to the timeline, and clicking and dragging on the number, and go to 60.
Let's just type in 45. Alright, there it is. Now we can to to 120 by clicking and dragging on the timeline again and making sure that 120 is highlighted. Another place to see where we are on the timeline is by looking at the bottom set of options here, and it says 120 to the left of the play button. Alright so we have 120. Now let's type in minus 45.
So let's scrub back and forth. So we have this kind of dancing box. I don't know, he's kinda cool. So that's another way we can set animations in Modo.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders