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PART III
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Keyframe Number | Pose |
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Keyframe | At rest |
Keyframe 2 | Racket down, ball in hand |
Keyframe 3 | Weight back, racket coming up, ball in air |
Keyframe 4 | Full backswing, ball falling |
Keyframe 5 | Middle of serve, contact with ball |
Keyframe 6 | Last half of serve, ball out of frame, racquet heading downward, weight forward |
Keyframe 7 | Follow-through |
After drawing these key poses, the keyframers would give them to tweeners to create all the motion frames that take place between these keyframes. Because of the sheer number of frames to be tweened, tweening could be a very tedious, although obviously indispensable, job.
MAX Keyframe Animation
When using MAX, you are the keyframer, and the program does all the tedious in-between work. This leaves you the simple task of generating the keyframes. No problem right?
Well, for some changes and motions, animating in 3D really can be quite simple. In this chapter you will become acquainted with this simplicity, and learn how to get an animation started in MAX. Chapter 7 will come back to the complexities of timing and getting the precise result you want.
Understanding time and how it relates to animation is very important. As an animator, you will need to become very aware of the timing of ordinary motions. A stopwatch is an essential tool for this, and you should believe the stopwatch. Yes, it takes that long to sit down or to make a salute.
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![]() | TIP Studying the masters of traditional cel animation will help you get a ballpark idea of how to break down a motion. It will help your animation greatly to learn the classic principles of traditional animation, such as anticipation, follow-through, ease in and out, squash and stretch, moving holds, and secondary motion. An excellent resource for this is The Illusion of Life, a book on Disney animation by Frank Thomas and Ollie Johnston. |
Thinking in Frames
To think like an animator, you need to translate all your timing into frames. The number of frames will depend on the frame rate of your output. Frame rates vary from 60 frames per second, the upper limit of what the human eye can perceive, down to 10 frames per second, currently common on the Internet and the lower limit for any approximation of smooth motion. Table6.2 shows some common frame rates used today.
Output Format | Frame Rate |
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NTSC video (North America and Chile) | 30 frames/sec (fps) |
PAL video (rest of world) | 25 fps |
Film | 24 fps |
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