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Tutorial Six
Advanced Animation tools
Audio Waveform Item
Tangent controls
Malcolm Wilson
An Introduction to 3D Animation
Important Information
Details for the third and final practical assignment for this unit are at the end of this document. As
before, you should make a point of reading these as soon as possible and listen to the audio track you
must use.
Introduction
So far weve created silent animations. In conventional film-making audio is synchronised to the picture.
In animation, the pictures are created to match the soundtrack. Animators start with scripts and
storyboards, but then record the soundtracks the dialogue, music and sound effects. These audio
tracks are then broken down frame by frame in order to work out the animation timing.
In max, the main tool to help the animator synchronise animation and sound is Track View. To begin
with, it helps to think of Track View as a sort of VideoPost-for-all. As weve seen, VideoPost provides a
way of coordinating the timing of various cameras and image processes. Track View has two modes
Curve Editor and Dope Sheet. Track Views Dope Sheet mode provides a spreadsheet-style of interface
for everything in max; objects, materials, effects, backgrounds and sounds.
The second key function of Track View is as a Curve Editor. We took a brief look at this back in the
Introduction. Here the animation of various values is displayed in the form of 2D graphs. This gives the
animator the option of editing animation by manipulating a relevant graph rather than changing numerical
values or dragging an object in a viewport.
So well be introducing and working with Track View and the final practical assignment will require you to
create another 20 second animation but this time set to a piece of music.
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Change the Initial Type to Smooth and open the Keyboard Entry Rollout
Type in the following coordinates, clicking on Add Point after each one.
Under Sample Range leave Start Time on 0, reduce End Time to 20 and reduce the Samples to 3.
X
- 100
0
100
Y
0
0
0
Z
0
350
0
There are a number of ways to turn on the Curve Editor. One is to click on the button to the left of the
Trackbar (although this version is the Mini Curve Editor and displays a different arrangement of
toolbars), another is to right-click on the selected object in the viewport and select Curve Editor from the
Quad. You can also turn it on from the Graph Editors menu at the top of the screen.
When in Curve Editor mode, Track View displays your animation as lines on a graph.
Lets identify the main sections of the Curve Editor.
These are the Controller Window, the Track View Menu, the Key Window and the Toolbars
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An Introduction to 3D Animation
Curve Editor automatically shows the animation (if any) for the selected object. Movement in the Z
direction is shown as a blue curve (X and Y are red and green respectively).
The Track View Timeslider the vertical double aqua line can be dragged back and
forth just like the main Timeslider to play the animation.
If you look carefully youll see three sets of black-outlined squares on the curves at
frames 0, 10 and 20. These are the keys. The shape of the curves between the
keys dictates the inbetweens.
Select one of the keys, either by clicking on it or by dragging a marquee around it.
Once selected, notice the tangent handles which appear on one or both sides of the key. You can click
and drag these to change the shape of the curve as it sweeps through the key.
Various tools on the Track View Toolbar can be used to manipulate the keys. (If you decide to try out
some of these tools then remember to use Undo to reset the animation)
Move Keys this tool lets you move any selected key(s) horizontally and vertically
Move Keys Horizontal key(s) can only be moved to new frames
Move Keys Vertical key(s) can only be assigned a new value (such as the Z position value)
Slide Keys this tool allows you to create gaps in your animation. When you move a key then
that key would obviously move closer to some other keys in your animation. This does not
happen when sliding a key. If you use this tool to slide a key towards another key then that key
moves as well to maintain the same number of frames separating them.
Scale Keys select one or more keys and use this tool to compress or expand the amount of
time between these keys
Scale Values select one or more keys and scale the height of the curve for these keys
Add Keys creates a new Key on the existing curve wherever you click.
Draw Curves use this to draw a new curve or revise an existing curve by sketching directly
on the graph (The speed you draw determines how many keys are added)
Reduce keys select a few keys and use this tool to reduce their number.
The next set of tools controls the tangents these control the shape of the curve as it approaches and
leaves individual keys.
Auto tangents this is part of a flyout which allows you to set incoming and/or outgoing
tangents to create smooth curves. Auto Tangents adjust to maintain smooth motion as you move
keys around.
Custom Tangents again, part of a flyout which lets the animator manipulate tangent handles
individually by dragging them
Fast Tangents again part of a flyout which lets you set a steep curve for incoming and/or
outgoing parts of the curve.
Slow Tangents again part of a flyout which lets you set a shallow curve for incoming and or
outgoing parts of the curve
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Step Tangents this lets you freeze motion at a particular value until the next keyframe.
Linear Tangents allows you to create straight lines instead of curves between keys.
Smooth Tangents similar to Auto Tangents in that this tool creates smooth motion. However,
Smooth Tangents do not allow you to manipulate the tangent handles.
Show All Tangents hides or displays all tangent handles.
Show Tangents Hides or displays tangent handles on individual curves.
Lock Tangents (black curve) if you select multiple tangent handles and then click this tool then all
of those handles can be manipulated at once. When this tool is off, you can only manipulate one
key tangency at a time.
One of the keys should still be selected.
Change the Tangent type for the selected key to Slow, then to Fast, then to Linear, then to Custom.
Experiment with the incoming and outgoing options as well. Drag the TrackView Timeslider back
and forth through the 20 frames to watch the animation for the different Tangent types.
With Custom Tangents applied, click and drag the tangent handles to alter the shape of the curve.
TIP: When you animate rotation, max defaults to using Slow Tangents at the start and end of the
rotation. If you want the rotation to loop (i.e. to make the object appear to spin at a constant rate) then
you have to change the relevant Rotation key tangents to Linear.
IMPORTANT: Finally, select all the keys and click on the Smooth Tangents tool.
Press Play
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An Introduction to 3D Animation
Press Play
In the Key Window, select the key at the top of the blue Z curve (it should be on Frame 10)
Notice that all the Out of Range Curves change to match both in the Curve Editor and the viewports.
But suppose we want the ball to lose height after each bounce?
Click on the Utilities command on the Track View Menu and select Track View
Utilities
Choose Create Out Of Range Keys from this list and click OK
This dialogue is a bit like the one we used earlier to convert between
Splines and Trajectories.
Reduce the Before value to zero. We dont want to create any keys before
the existing animation
Increase the After value to 80. This will create keys within the 80 frames
after the existing animation, i.e. between frame 20 (which marks the end of
the original animation segment) and frame 100. (We could use this method
to create keyframes which lie beyond frame 100 if we ever need to)
Reduce the Samples value to 8. This will create 8 new keys between frames 20 and 100. (This
control would also create 8 additional keys in the Before section had we specified one)
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The key window in Track View will now look like this:Unfortunately, creating keys this way
defaults to Smooth Tangents.
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An Introduction to 3D Animation
Press play
Create two more spheres (radius 20 and radius 60) in the Perspective viewport alongside the existing
one.
Lets copy and paste the animation part of the bouncing ball onto the other
two balls.
Now open the Sphere02 item by clicking on the plus symbol as shown
Incidentally the Paste Target option lets you paste into this object and any instances of this object, if they
exist in your scene.
Notice that this has repositioned the spheres over each other.
Select each sphere in turn and spread them out again. (Move them to new positions in the Y
direction)
Press play
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Animation Controllers
Previously we used the Motion Panel to select and apply different Animation Controllers (such as Path
Constraint) to control the motion of objects. You can do exactly the same thing from within Track View.
However, whereas the Motion Panel only lets you set up Controllers for motion (position, rotation and
scale), TrackView lets you apply Animation controllers to almost anything.
Normally existing Controller types are hidden in Track View
In Track View, click on the box icon next to the word Sphere03 this is the same
as selecting the object in a viewport.
Notice that the last item listed for Sphere03 is labelled Object (Sphere)
The Modify Panel shows the parameters for the Stretch Modifier as you would
expect, but look at the change to Track View. The last item is now labelled Modified
Object.
The Modified Object container holds two items in the order they appear in the Stack Stretch and
Sphere.
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An Introduction to 3D Animation
By default, only the Centre and Gizmo controllers have animation controllers applied. However, notice
that the items listed are identical to the parameter options (or sub-object options) shown in the Modify
Panel.
Comparing the appearance of the
Stack. On the left is the familiar
Modifier Stack as shown by the
Modify Panel. On the right is the
same thing shown in Track View.
The advantage of using Track
View is that we can assign new
animation controllers to any of the
items shown here.
The control dialogue for this particular animation controller appears. It allows you to create multiple
waveforms and combine them together to create the final output
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Select Squarewave. DONT tick the Inverted option. Period = 20. Duty Cycle = 27. Amplitude =
0.1. Phase = 0.01. Effect set to Add. Vertical Bias set to Auto > 0
Leave it set on Sinewave. Tick the Inverted option. Period = 20. Amplitude = 1.0. Phase = 0.75.
Effect set to Multiply. Leave Vertical Bias on Centered.
Select the Sawtooth option. DONT tick the Inverted option. Tick the Flipped Option. Period = 200.
Amplitude = 0.5 Phase = 0 Under Effect, select Multiply. Under Vertical Bias, select Auto > 0
Drag the TimeSlider back and forth to watch the animation as the Sphere bounces.
If you examine the animation carefully you should see that the amount of stretch/squash reduces with
the height of the bounce.
Of course it is debatable whether it is easier/quicker to create animations this way or just keyframe one
bounce around frame 20 and then use the Parameters Out Of Range tool to duplicate the animation to
the other bounces.
TIP: The right-click Paste tool wont become active until you select a compatible location in Track View.
Both Sphere01 and Sphere02 have an Object (Sphere) item. These are where modifiers are listed in
Track View.
Press Play.
And now all three spheres follow the same squash/stretch/bounce animation.
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X
10
10
20
40
Y
90
40
-30
-100
Z
0
0
0
0
7. Apply a Shell Modifier (its listed towards the bottom of the Modifier List.)
8. Apply a Stretch Modifier and under Stretch Axis, select Y.
9. Open the Stretch modifier in the Modify Stack and click on the word Gizmo to select it (it should turn
yellow). Use the Select and Move tool and the Transform Type-In to reduce the X value down to 8.
10. Open Track View.
11. In the Controller window, find and open the Stretch Modifier.
12. Select the Stretch parameter and assign an Audio Float Controller to it.
13. Right-click on the Stretch parameter and select Properties
14. In the Audio controller dialogue, click on the Choose Sound button.
15. In the Sounds folder, select Bugle.wav (you can listen to a preview of this sound by pressing the play
button in this dialogue providing your computers volume is turned up). Click OK to load up this
sound track.
16. Back in the Audio controller dialogue set Threshold to 0.04 and increase Oversampling to 300.
Under Controller Range set the Min value to 0.5 and the Max value to 5
17. Zoom out the Perspective viewport and Press Play. Notice that you cannot hear the sound because
the waveform is being used to control something in max.
18. Save your work and show your animation to your tutor.
Keep this scene loaded for the next exercise
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Scroll up to the top of the Controller window in Track View. The topmost item is labelled World.
Immediately below this is the Sound item. This is one of the Global Tracks
Click on the Choose Sound button and select the same Bugle waveform.
Now if you press play the sound will playback through the speakers (assuming that they are switched
on)
IMPORTANT, if you render this animation to video, then the soundtrack loaded into the main Sound Item
will also be rendered to the AVI file and will be audible on video playback. Youll need to do this for the
final practical assignment.
Each type of item in the Track View Hierarchy List is represented by an icon. You can use these icons to
quickly identify what each item represents. You can use Track View to copy and paste objects, materials
and animation between items. However this only works between items of the same type.
Sound Item Indicate sound parameters. max provides only one sound source in Track View.
Material Item Indicates material definitions. All branches below a material definition are part of
that material. Because a material can be composed of multiple materials it is possible to have
nested material definitions in Track View. Material Icons also appear in an object's modifier branch once
a material is assigned to an object so that you can change/animate a material for just that object alone.
Map Item Indicates map definitions. All branches below a map definition are part of that map.
This includes values used by procedural maps.
Object Item Indicates objects in the scene. Branches below the cube icon contain linked
descendents of the object. Branches below the circle icon beside a yellow cube contain transforms
and modifications applied to the object.
Modifier Item Indicates modified objects and Space Warp bindings. Branches below a
modifier contain the modifier's sub-objects and parameters.
Controller Item Indicates animation controllers. They contain the animated values for all
parameters and are the only item in the Hierarchy list that can have a track containing keys. Every
controller has its own individual icon. Some examples:
Position controller (XYZ)
Rotation controller
Audio controller
Noise Controller
List Controller
Certain types of controllers can contain other controllers. Examples of these are Transform Controllers
and List Controllers.
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Open the Material Editor and click the Get Material button.
Use the Dolly Camera view tool to move the camera a small distance away from the planet.
Press Play
The camera executes the usual smooth motion. Lets introduce some camera shake.
Why use a List Controller? Well, if we just assigned a Noise Controller then we would lose the existing
keyframe animation. List Controllers allow you to combine the effect of several controllers at once.
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Click the Assign controller button and choose Noise Position from the list and click OK
In the Controller Window, notice that another Available slot becomes, er,
available allowing us to assign more controllers if appropriate.
In the Noise Controller dialogue, reduce all the Strength values down to 1
Reduce the Frequency value to 0.25 and the Roughness value up to 0.8
Press Play
You may wish to re-edit the cameras dolly move and/or change the size of the sphere.
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Use the Motion Panel to give the Tube a Path Constraint and assign the line as the Path.
Go to the Graph Editors menu and select Track View Dope Sheet.
Dope Sheet has two modes Edit Ranges (which give a Video Post style of interface allowing you to
drag, expand or contract entire animation tracks) and Edit Keys (which is the default mode and displays
keys in a spreadsheet as shown below)
In Edit Keys mode, rectangular blocks represent keys. These blocks are colour-coded to show you what
has been animated Position keys are coloured red, Rotation keys are green, Scale keys are blue,
Modifier keys are yellow. Selected keys are shown in white. Keys which occur at particular frames are
shown as wide rectangles. Keys which occur between frames are shown as thinner rectangles (When
we Collapsed the Path, max had to position 8 of the keys across 99 frames which is why they occur at
sub-frame intervals).
Dope Sheet is the only Track View mode which allows you to use Time tools. Time tools let you select a
period of time, which may or may not contain various keys, and then perform different operations on that
time segment.
Select Time use this to click on particular keyframes or drag a marquee around a section of
keyframes.
Delete Time, Cut Time, Copy Time, Paste Time the usual tools which behave
(almost) as you would expect. Pasting is only allowed if compatible locations for
the incoming keys are selected. When you Paste, the first pasted key is adjusted
to match the value at the time of the insertion point so that animation doesnt jump abruptly. You can
Paste Absolute to make the incoming keys replace existing animation or Paste Relative to make the
incoming keys blend with existing animation.
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Insert Time introduces a pause in your animation making existing keys slide out of the way.
You can then work within this new time segment to create more keys.
Reverse Time select a period of time and use this tool to reverse the order of any keys it
contains.
Click on the Select Time tool and drag across the row of keys shown for the Tube01. Only select
about 20 frames or so. You must be sure to select the correct row.
Look at the viewport to work out which section of the motion has been removed.
Press Play
Click somewhere else on the same track up above frame 80 and click on Paste. Choose Paste
Absolute.
And the same trajectory motion plays, but now out of sequence.
Look at the viewport to work out which section of the motion has been removed.
Press Play
Now part of the animation will show the original motion blended with the cut section.
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An Introduction to 3D Animation
POST PRODUCTION
Congratulations. Youve completed the tutorials for this unit. You have to complete the following Third
Assignment and put the finishing touches to the four written assignment in order to complete this
Introduction to 3D Animation.
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Getting started
Frames. Use the Time Configuration button to set the appropriate number of frames for 20 seconds.
The music. The relevant wave file (AssignmentThree.wav) is in the Sounds folder. This should be
loaded into Track Views Sound Item. You need to play this as soon as possible so that you can start
thinking about the pace and possible structure of your animation to match the music.
Deciding on objects and image files Which objects should be included in the scene? These will
have to be merged into the scene for this assignment. You may also choose to create some new objects
for this assignment. Which of your existing video and/or still-image files should be included in the
scene? You may also choose to create some new image and/or video files for this assignment. These
images/videos can be mapped into your scene. How could they be used?
Decide on the scene Environment background this must not be the usual fixed single colour. What
else could be used?
Decide on the lighting/cameras YOU MUST USE AT LEAST TWO CAMERAS and as many lights as
you wish providing that you stay within the Rendering Budget
STORYBOARD since this is required for the final written assignment it makes sense to develop this as
you design the scene. Again, dont get hung up about the quality of your drawing skills. Use arrows and
written comments to explain the important frames.
Problem Solving
The animation must contain a variety of objects but should it contain a variety of materials? As usual,
Raytracing and/or the use of mental ray will slow down rendering too much, but that does not stop you
using images which have already been rendered with these methods.
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As usual, you must find a balance between Level of Detail, Material choices/settings, Lighting/Shadow
Casting, Motion Blur and other Effects you may choose to use to stay within this rendering time frame.
Your checklist
This assignment will be complete when the following conditions are satisfied:-
The final 20 second video plays back to the 18 second music file specified.
Final video is rendered at 640 x 480 using the Cinpak Codec in 50 minutes or less.
Incidentally, DVDs normally use the MPEG2 codec, compressed with what is known as a variable bitrate. It is usual for this codec to be applied by the DVD Authoring software. Companies producing 3D
animations for DVDs will normally supply the finished animation in a lossless format i.e. one which has
not been compressed. This might be an uncompressed AVI file or, more usually, a sequence of
individual frames saved in the TARGA image file format. Both of these options take up a lot of disc
space hence we used Cinepak.
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