Animating the Sand Level with Slice Modifiers
Creating a Realistic Hourglass
Creating the Sand Build-Up
Animating the Falling Sand
Particle systems create effects that would be
too laborious to make using geometry.
Create
the particle system:
- Continue
from the previous lesson or open sands_of_time3.max from
the \tutorials\hourglass directory.
- Select
the sand in upper globe object in
the viewport. Make sure you see its name in the Name field, then
right-click and choose Hide Selection.
This hides the sand.
- On
the menu bar, choose Create > Particles > Snow.
- In
an empty area of the Perspective viewport, click and drag outward
to create a Snow emitter.
The emitter specifies where the particles are
generated.
- Play
the animation and watch the snow particles in the viewport.
-
On the
toolbar, click the Select And Move button, and then enter in the
Coordinate Display:
TipTo
quickly set the X and Y axis coordinates to 0, right-click the spinner
arrows.
The Snow emitter moves to the correct location
at the neck, separating the top and bottom chambers of the hourglass.
- On
the Modify panel > Parameters rollout, in the Emitter group, set
the Width and Length values of the emitter to 1.5.
Create
space warps:
You can use space warp objects to control the
particles in various ways. You'll create two different space warps:
Gravity and UDeflector. Gravity gives you better control over the
particles' downward motion, and UDeflector will prevent the particles
from passing through the bottom of the hourglass.
- On
the menu bar, choose Create > Space Warps > Forces > Gravity.
- In
an empty area of the viewport, click and drag outward to create
a Gravity space warp.
The placement of the space warps is not important;
you can put them anywhere in the scene.
- On
the menu bar, choose Create > Space Warps > Deflectors > UDeflector.
In an empty area of the viewport, click and drag outward to create
a UDeflector.
- In
the Basic Parameters rollout, in the Object-Based Deflector group,
click Pick Object, then in the viewport click the bottom plate (ChamferCyl02)
of the hourglass.
- In
the Particle Bounce group, set Bounce to 0. This lets
the particles “collect” on the UDeflector.
-
Select the Snow emitter
in the viewport.
-
On the toolbar, click the
Bind To Space Warp button, and then drag from the Snow emitter to
the Gravity space warp.
- Repeat
the process for the UDeflector, binding the Snow emitter to the
UDeflector.
Adjust
the appearance:
-
Click
the Play button to play the animation.
You'll change the appearance of the snowflakes
so that they look like falling sand.
- Stop
the animation. Select the Snow emitter in the Modify stack, then
in the Parameters rollout, enter these settings in the Particles
group:
- Variation:0.5
WarningIn general, it is not a good idea to increase
the Viewport Count very much. This can seriously slow down 3ds Max.
If you do increase the Viewport Count, don't use the spinner to
do so. If you inadvertently set the spinner to a very high amount,
you could incur a long wait. Always enter the values using the keyboard
or number keys.
Next you'll make an adjustment in the Timing group.
- In
the Timing group, turn off Constant. Set Life to 60 and
Birth Rate to 1.0.
Animate
the falling sand:
-
With
the Snow emitter selected, open the Material Editor (if it isn't
already open), and select the Sand material, then click Assign Material
To Selection.
- Right-click
the viewport and choose Unhide All, and then play the animation.
To make the effect of the particles disappearing,
you'll animate the Birth Rate of the particles.
-
In the
animation controls section, near the lower-right corner of the interface,
click the Time Configuration button. On the Time Configuration dialog,
in the Animation group, set Length to 120. Click OK.
-
Click
the Auto Key button to activate it, then with the Snow emitter selected,
move the time slider to frame 102.
In the Parameters rollout, change the Birth
Rate to 0.0. This stops the particles
emitting at frame 102, since the birth will stop.
The particles that were already emitted will
continue to fall.
Next you'll move backwards in time to where
the sand in the upper chamber is getting smaller and the stream
in the lower chamber needs to be stronger.
- Move
the time slider to Frame 86, and set the Birth rate to 6.0.
This ensures a solid fall of sand at this frame.
- Move
backwards to Frame 78, and set the Birth rate to 5.9.
This keeps the falling sand falling.
- Move
backwards to Frame 15, and set the Birth rate to 6.9
This adds momentum to the falling sand.
- Move
backwards to Frame 0, and set the Birth rate to 5.0.
This keyframe starts the fall of the sand while
the sand level drops in the upper chamber.
- Move
the time slider forward in time to frame 106 and set the Birth rate
to 1.
This will allow you to set a key at frame 106.
Once the key is set you'll change its values using the track bar
right-click menu.
- On
the track bar, select the key at frame 106, right-click and choose
Snow01: Birth Rate from the list.
- In
the Snow01 Birth Rate dialog, change the Value to –52
and set the In and Out tangents to Smooth.
NoteThe tangent settings, which determine the
relative motion immediately before and after the key, are represented
by the large graph buttons at the bottom of the dialog. These buttons
act as flyouts; click and hold on a button, and then drag to the
new setting. The Smooth tangents are shown in the following illustration.
This works to end the stream of falling sand.
-
Turn
off the Auto Key button and then play the animation.
The sand descends, the stream falls in concert
with the sand in the upper chamber.
If you had any trouble, you can open sands_of_time4.max to see the file
with the correct settings. It's easy to miss a step or make a mistake
and not get the correct results.
- Save
your work as MyHourglass6.max.
Next you'll use an animated hemisphere to create
the sand building up in the bottom of the lower chamber.