Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts
Tuesday, September 27, 2011
Monday, August 29, 2011
Tuesday, August 16, 2011
Sunday, July 17, 2011
Bones Exercise
For the activity, you’ll rig the turtle model you created and animate the turtle in any way you want the turtle to move. But if don't have the model, you can download it by clicking on the link below.
http://www.mediafire.com/?d41gf85kyvydxrx
Try This!
1. Load the turtle.max and view the turtle from the Top viewport.
2. Add bones as shown in the figure below.
3. Go to the Front and Left viewports and make sure the bones fit in the fins, head and tail of the turtle.
4. Hide the mesh so that we can link all the bones together. But before that you must have renamed all the bones according to the body part they are in. This is for easy identification later on when we apply the Skin modifier. Link the main parts of the bone to the root bone which is the base of the neck.
5. Unhide the mesh and add a Skin modifier. Click on the ‘Add’ button just beside the ‘Bones:’ on the Parameters roll-out. On the ‘Select Bones’ dialog box, select all the bones and click on the ‘Select’ button. Just close the pop-up window.
6. Select the left-front fin tip bone and move the Time Slider on Track 25.
7. Hit on the ‘Auto Key’ button and move the left-front tip bone a little backwards. We’ll let our turtle swim for a short distance.
8. Do the same for the right-front tip bone.
9. This time do just the opposite to the left-back tip bone. Instead of moving backwards move the bone forward. Turtles swim this way.
10. Now move the right-back tip bone forward.
11. Move the time slider to Frame 50 and select the head tip bone.
12. Move the head tip bone upwards.
13. Move the front fins forward and the back fins backwards.
14. Then, move the Time Slider to Frame 75 and move the front fins backwards and the back fins forward.
15. Move the Time Slider to Frame 100 and make the final animation of the fins.
16. Maximize the Perspective viewport and hit on the play button. See how your turtle swims.
http://www.mediafire.com/?d41gf85kyvydxrx
Try This!
1. Load the turtle.max and view the turtle from the Top viewport.
2. Add bones as shown in the figure below.
3. Go to the Front and Left viewports and make sure the bones fit in the fins, head and tail of the turtle.
4. Hide the mesh so that we can link all the bones together. But before that you must have renamed all the bones according to the body part they are in. This is for easy identification later on when we apply the Skin modifier. Link the main parts of the bone to the root bone which is the base of the neck.
5. Unhide the mesh and add a Skin modifier. Click on the ‘Add’ button just beside the ‘Bones:’ on the Parameters roll-out. On the ‘Select Bones’ dialog box, select all the bones and click on the ‘Select’ button. Just close the pop-up window.
6. Select the left-front fin tip bone and move the Time Slider on Track 25.
7. Hit on the ‘Auto Key’ button and move the left-front tip bone a little backwards. We’ll let our turtle swim for a short distance.
8. Do the same for the right-front tip bone.
9. This time do just the opposite to the left-back tip bone. Instead of moving backwards move the bone forward. Turtles swim this way.
10. Now move the right-back tip bone forward.
11. Move the time slider to Frame 50 and select the head tip bone.
12. Move the head tip bone upwards.
13. Move the front fins forward and the back fins backwards.
14. Then, move the Time Slider to Frame 75 and move the front fins backwards and the back fins forward.
15. Move the Time Slider to Frame 100 and make the final animation of the fins.
16. Maximize the Perspective viewport and hit on the play button. See how your turtle swims.
Saturday, July 16, 2011
PART V. RIGGING AND ANIMATION
We’ve come to this part where you will learn how to rig your objects and actually move them for animation. The techniques that I will be introducing to you are generally the same with those we see in commercial advertisements and movies. I will begin by demonstrating to you how to animate your scene basically using the tools that you already know such as moving, rotating, animating the object parameters and using modifiers. Then, I’ll introduce you to setting up bones for your objects and morphing. As a bonus, I’ll also show you how to animate lights and cameras in your scenes for a more dramatic or theatrical effect.
Let me show you the basic principle of animating objects in 3D Max. The very first thing to do is to plan out the animation. For example, you may want to move a sphere from left to right.
Figure 5-1. Moving a sphere from left to right.
You can start by moving the Track Bar to the time frame where you want the movement to end. Then, activate the ‘Auto Key’ and move the object from one location to another. You’ll notice that markers appeared from the first frame to the frame where the animation will stop.
Figure 5-2. Using Auto Key to animate the movement.
When you press the ‘Play Animation’ button, you’ll see how the object moved. This is the basic principle of animating objects in 3D Max. You can animate movements, colors, lights, cameras, the parameters of the primitive, and modifiers. Also, the track bar and the active viewport is highlighter with color red. This indicates that the Auto Key is activated and the any changes in the scene will be animated.
A. BONES
Rigging your objects involves the use of bones. Bones are essential in animation because you use them to create actions or gestures. Imagine the famous 3D character Shrek. If you saw how Shrek was animated, the animators actually placed bones inside Shrek’s body just like how a skeletal system looks like. His movement is due to the correct positions and rotations of the bones. In this section you will learn how to place bones to your characters and move these bones to create an action or gesture.
You can find bones in the ‘Systems’ under the Create tab. When we place bones in the scene we usually from a hierarchical model. This means that the first bone you placed is the root bone or the mother bone and all the succeeding bones are the children. Of course, the children bones follow the same principle of parent and child hierarchy.
Figure 5-3. Hierarchical placement of three bones.
Another concept you need to master is the Inverse Kinematics (IK). This technique allows you to correctly move the bones. As a result you form an IK chain to your bones. You use this chain to animate limbs and organic models such as the turtle you created in the earlier chapters.
Figure 5-4. Forming an IK chain for three bones.
Once you’ve set up your bones with IK then you’re ready to use the Skin modifier so that you can place these bones inside a mesh. However, the Skin modifier is applied to the mesh not on the bones. Inside the modifier that’s the time where you can add the bones and actually use the IK chain in moving the mesh. This process is called bone rigging.
Figure 5-5. Skin modifier applied to the mesh.
Let me show you the basic principle of animating objects in 3D Max. The very first thing to do is to plan out the animation. For example, you may want to move a sphere from left to right.
Figure 5-1. Moving a sphere from left to right.
You can start by moving the Track Bar to the time frame where you want the movement to end. Then, activate the ‘Auto Key’ and move the object from one location to another. You’ll notice that markers appeared from the first frame to the frame where the animation will stop.
Figure 5-2. Using Auto Key to animate the movement.
When you press the ‘Play Animation’ button, you’ll see how the object moved. This is the basic principle of animating objects in 3D Max. You can animate movements, colors, lights, cameras, the parameters of the primitive, and modifiers. Also, the track bar and the active viewport is highlighter with color red. This indicates that the Auto Key is activated and the any changes in the scene will be animated.
A. BONES
Rigging your objects involves the use of bones. Bones are essential in animation because you use them to create actions or gestures. Imagine the famous 3D character Shrek. If you saw how Shrek was animated, the animators actually placed bones inside Shrek’s body just like how a skeletal system looks like. His movement is due to the correct positions and rotations of the bones. In this section you will learn how to place bones to your characters and move these bones to create an action or gesture.
You can find bones in the ‘Systems’ under the Create tab. When we place bones in the scene we usually from a hierarchical model. This means that the first bone you placed is the root bone or the mother bone and all the succeeding bones are the children. Of course, the children bones follow the same principle of parent and child hierarchy.
Figure 5-3. Hierarchical placement of three bones.
Another concept you need to master is the Inverse Kinematics (IK). This technique allows you to correctly move the bones. As a result you form an IK chain to your bones. You use this chain to animate limbs and organic models such as the turtle you created in the earlier chapters.
Figure 5-4. Forming an IK chain for three bones.
Once you’ve set up your bones with IK then you’re ready to use the Skin modifier so that you can place these bones inside a mesh. However, the Skin modifier is applied to the mesh not on the bones. Inside the modifier that’s the time where you can add the bones and actually use the IK chain in moving the mesh. This process is called bone rigging.
Figure 5-5. Skin modifier applied to the mesh.
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