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Animation PlaybackIn animation, time is usually measured by the rate of playback of sequential images, or frames (such as those in Figure 2.24). The unit of measurement for playback is frames per second, or fps. The more frames per second that play back to the screen, the smoother the animation will appear. Most computer-based animation runs between 15 and 30 fps. For film and video, the playback rate is 24 fps and about 30 fps, respectively.
Frames vs. FieldsComputer monitors and movie projectors have an important feature in common: they scan and display every line of an image in sequence. However, television monitors scan and display every other line of an image in order to achieve smoother playback. This technique is called interlacing, because it laces together fields of interlocking scan lines (see Figure 2.25).
If you are planning on outputting your animation to video, your best bet is to render to fields. The exception to this is when you want to hold a frame, or when the action comes to a stop. For those situations, frame-by-frame animation works best. Fortunately, you can insert hold frames between fields with a video editor with no apparent loss of continuity. KeysKeyframes are frames in which a change begins or ends. They are created whenever you turn on the Animate button and change an object. They are also created automatically when you apply certain controllers to the object, such as a Path controller. The transform and parameter values that you generate at each keyframe are called keys. Animation controllers store keys and apply mathematical functions to them to interpolate the frames in between the keyframes. You adjust an animation by editing its keys. The simplest way to edit an objects keys is to manipulate them in the track bar. Other ways to view and edit keys include using the Command Panel (in the Modify or Motion tabs), the Track View, and the objects trajectory in a viewport (these are all demonstrated in Figure 2.26). The small boxes along the trajectory show you where youve placed keyframes.
Function CurvesFunction curves are mathematical representations of the change in key values over time. They are accessed solely through the Track View (as shown in Figure 2.27). They are similar to trajectories, but more universal, because trajectories are limited to depicting spatial movement. As with a trajectory in a viewport, the small squares along the function curve mark the location of keyframes.
Understanding MAXs Rendering OptionsIn fine arts, rendering is synonymous with drawing a represent additional image. In 3D graphics, rendering means the act of drawing a representational image of a 3D scene. This image, which is itself called a rendering, may be output to the screen or stored in a graphics file. When we talk about rendering, usually we are referring to output files, rather than the kind of screen depiction you see in your viewports. The file format that you choose depends upon your purpose; some examples are shown in Figure 2.28. Rendered images fall into two distinct categories: still-image file formats and animated file formats.
Rendering to Still-Image File FormatsStill-image formats are used for images that are complete in themselves and do not change over time. They can be compressed or uncompressed, depending on your needs for size and accuracy. The most common uncompressed, still-image file formats include .bmp (bitmap), .tga (Targa), and .tif (TIFF). Common compressed formats include .jpg (JPEG), .png (Portable Network Graphics), and .eps (Encapsulated PostScript). Screen Images that are meant to be displayed to the computer screen use the widest variety of file formats. Any image-output format in MAX, including animated formats, can be used to generate a single image for screen display. For print, you should generally use an uncompressed format, such as .bmp (bitmap), .tga (Targa), or .tif (short for TIFF, or Tagged Image File Format).
See Appendix B for more on transferring your MAX images to paper. Web Images that are generated for the World Wide Web are usually compressed. The best compression formats for Web image files are .jpg and .png.
Rendering to Animated File FormatsAnimation file formats are designed for playing back an animation sequence. They can be compressed or uncompressed depending on their final destination. Video Video file formats include .avi (Audio Video Interleave), .flc (Autodesk Flic), .mov (Apple QuickTime), and .rla (Wavefront raster image file). Each of these formats has its own compression settings and compression schemes.
Film The only MAX file format specifically designed for digital film production, .cin (Kodak Cineon), supports 10-bit printing density and three colors per pixel. Alpha channels are not supported. SummaryIn this chapter you learned that 3D Studio MAX is an object-oriented program that evaluates commands in the order of its object dataflow. You learned about master objects, modifiers, transforms, space warps, and object properties, as well as the coordinate systems. You also got a taste of animation, specifically keyframing, and a little bit about rendering the mathematical data of your scenes and animating or saving your work in a variety of formats. In the next chapter, you will learn the ins and outs of the 3D Studio MAX R3 interface. You will learn where to find modeling tools, modify objects, navigate your scene, apply textures, render, adjust your animation, and customize the interface.
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