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3ds Max 6 Bible 5
3ds Max 6 Bible 5
Animating Motion
After loading and positioning all the models and dressing them with materials, you can add
motion to the scene by animating the objects. Animations can consist of moving objects, like
the truck, as well as secondary motion, like rotating the tires as the truck moves. Animation
is not limited to models; in this section we animate the camera too.
Special effects can also be part of the animating process. In this project we use a particle sys-
tem, which consists of many small particles that combine to look like a cloud of dust.
2. With the truck selected, press the Z key to zoom in on it in all viewports. Then with the
Select and Move tool (W), drag the truck up in the Front viewport until its wheels are
above the “Sand” plane.
3. Right-click the Top viewport to make it the active viewport, and with the middle scroll
wheel, zoom out of the view so you can see the shovel object again.
4. Before we animate the monster truck, we need to ungroup it so we can animate the
wheels independent of the group. Select Group ➪ Ungroup to ungroup the truck.
5. Click the Auto Key button (or press the N key), and drag the Time Slide to frame 100.
Auto Key mode records all transforms as keys. Click the Select and Move (W) tool, and
drag the truck from its position to the left in the Top viewport until it is just right of the
shovel.
6. Click the Auto Key button again to turn off Auto Key mode, and click the Play button (/)
to see the truck move in the Top viewport. Click the Pause button to stop the anima-
tion, and drag the Time Slider back to frame 0.
This tutorial is saved as Moving truck.max. Animating the movement of the truck is only half
the battle. We still need to animate the wheels rotating.
Figure QS-9: Subtle animation pieces like rotating tires are essential for a realistic scene.
4. Drag the camera object in the Top and Left viewports until the Camera01 viewport
shows a good close-up of the monster truck. Then click the Auto Key button (N) to
enable this mode, and drag the Time Slider to frame 50. Using the Select and Move but-
ton (W), position the camera in the Top and Left viewports to show another close-up of
the monster truck.
5. With the Auto Key button still enabled, drag the Time Slider to frame 75 and move the
camera up and away from the truck in the Top and Left viewports. Then drag the Time
Slider to frame 100, and drag the camera even further so the toy shovel and pail are vis-
ible. Click the Auto Key button again to disable it.
6. Right-click the Camera01 viewport to make it the active viewport, and click the Play
Animation button (/) to see the resulting animation.
This tutorial is saved as Animated camera.max. Figure QS-10 shows the final position of the
camera.
Figure QS-10: Linking the camera target to an object ensures that the object is always
visible.
Chapter QS ✦ Quick Start: Animating a Monster Truck at the Beach 17
Figure QS-11: Particles can be used to simulate dust and smoke effects.
3. Next, we’ll save the rendered scene to a file. In the Render Output section, click the
Files button to open the Render Output File dialog box. Select the location to save the
file, enter the name Monster truck at beach, and from the Save as type drop-down list,
select .AVI as the format. Click Save.
Tip If you don’t want to save the file, you can render the scene to the Rendered Frame Window.
After the rendering is complete, you can save the animation by clicking the Save Bitmap but-
ton. The Rendered Frame Window can save animation and bitmap formats.
Figure QS-14: Four frames from the final animation of our monster
truck playing in the sand
With the Quick Start completed, you’re ready to dive into the features of Max, beginning with
Chapter 1, “Finding Your Way — Exploring the Max Interface.”
Summary
I hope you’re happy with your first footsteps into Max. This chapter exposed you to a number
of important aspects of Max, including
✦ Creating background elements and merging objects
✦ Applying materials to scene objects
✦ Simple modeling of objects and using modifiers
✦ Loading a background image for the scene
✦ Animating objects with keyframes
✦ Adding and animating a camera
✦ Creating special effects like dust using a particle system
✦ Rendering a preview and the final animation
But hold onto your seats because so much of the software lies ahead. In the first chapter, you
start easily with an in-depth look at the Max interface. If you feel ready for more advanced
challenges, review the Table of Contents and dive into any topic that looks good.
✦ ✦ ✦
Finding Your Way —
Exploring the Max
1
C H A P T E R
Interface
✦ ✦ ✦ ✦
In This Chapter
W ell, here we are with a new version of Max, and the first ques-
tion on the minds of existing users is “Did the interface
change?” The answer is a gleeful “not much.” Most serious users
Previewing the
menu commands
would rather go through root canal surgery than have their user Becoming familiar
interface (UI) change, and although Discreet has learned and with the toolbars
respected this valued opinion, you’ll find some minor changes.
Using the Command
As you look around the new interface, you’ll see that everything is Panel
still there, but Max has several clever, new additions. You may find
yourself saying, as you navigate the interface, “where did that come Examining the Lower
from?” But, just like encountering a new house in your neighborhood, Interface Bar
over time you’ll become accustomed to the addition and might even
meet some new friends. Interacting with
the interface
Why is the software interface so important? Well, consider this: The
interface is the set of controls that enables you to access the pro- Getting help
gram’s features. Without a good interface, you may never use many
of the best features of the software or spend a frustrating bit of time ✦ ✦ ✦ ✦
locating it. A piece of software can have all the greatest features, but
if the user can’t find or access them, then the software won’t be used
to its full potential. Max is a powerful piece of software with some
amazing features, and luckily, the interface makes these amazing fea-
tures easy to find and use.
The interface is all about making the features accessible, and in Max
you have many different ways to access the same command. Some of
these access methods are faster than others. This design is inten-
tional because it gives beginning users an intuitive command and
advanced users direct access. For example, to undo a command, you
can choose Edit ➪ Undo (requiring two mouse clicks), but as you gain
more experience, you can simply click the Undo icon on the toolbar
(only one click); an expert with his hands on the keyboard will press
Ctrl+Z without having to reach for the mouse at all. All three of these
methods have the same result, but you can use the one that is easiest
for you.
Has the Max interface succeeded? Yes, to a degree, but like most
interfaces, it always has room for improvement, and we hope that