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The Track View Edit Window
In the position track of your animated box, you can see two circles, at frames 0 and 100, as in Figure 6.8. These are the position keys created when you animated the box.
Getting Started Animating in MAXIn cel animation, drawing key poses was considered more challenging than drawing tweens. Some frames might be more difficult to draw because of perspective shifts, and some shots could involve a complexity of cel layers. However, for the most part, each frame still needed to be drawn, so the overall complexity remained relatively the same throughout. In computer animation, some changes (a change in position or parameter between two frames, for instance) are much simpler to animate than others. MAX has also reduced some changes that might have been exceedingly complex (such as morphing) to a very simple interface for even a beginning user. Lets look at some of these simple animation options. Animating TransformsTransform animation is the animation of any of the transforms of an object: move, rotate, or scale. This is the kind of animation that you created when you animated a box earlier in this chapter. It involves changes to the transform matrix of the object, which, as you may recall from the discussion of object dataflow in Chapter 4, is evaluated after all changes to the master object and its modifiers. As your animation becomes more complex, the position in the object dataflow can become more significant.
Animating ParametersMost parameters in MAX are animatable, with a few exceptions. To find out whether a parameter is animatable, you can turn on the Animate button, move to a new frame, change a parameter, and see if it animates over time. The other way to check is to look in the Track View. If the parameter has a track with a green triangle in front of it, the parameter is animatable. Lets try out some simple parametric animations. Animating a Modifier One form of parametric animation is animating the parameters of a modifier. There are many modifiers that provide the ability to deform geometry for animation purposes. Table 6.6 lists those modifiers and the level at which they can be applied, whether object level, sub-object level, or both.
© 2000, Frol (selection, edition, publication) |
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