Adding a Material to the Orange
Animated Still Life
Rendering the Animation
Animating the Still Life Objects
In
this lesson you'll animate the objects in this scene. You'll learn
how to make objects fly off screen, much like the network logos
you see on television.
You'll do this with keyframe animation. The
Auto Key tool in 3ds Max lets you set the important or key positions
for the objects in the scene at different points in time. Then the
software figures out all the in-between positions.
The procedure consists of three steps. At frame
50, you will rotate the bottle and the knife to create rotation
keys for them. You will then position the apple and the orange so
they are floating in the air. Then you'll shift the keys around
to reverse the animation.
3ds Max gives you three different ways to
create keyframes. One is to turn on the Auto Key button, move to
any point in time, and transform (move, rotate, or scale) the object.
A second method is to right-click the time slider and then set keys
using the Create Key dialog. There is also a Set Key animation mode,
designed for professional character animators.
You’ll use the Auto Key button in this exercise.
Animate
the position of the orange:
- Continue
with your own scene, or open still_life_with_orange.max.
-
Click
the Auto Key button.
The
button turns red. You are now in automatic animation mode.
Tip The time slider bar also turns red, and
the active viewport is outlined in red to remind you that you are
in Auto Key mode.
- In
the Perspective viewport, move your mouse over the orange.
After a
moment a tooltip appears that says Orange.
-
On the
toolbar, click the Select Object button, if it isn't already active,
then click to select the orange.
- The
time slider is the wide button located directly above the time scale
display below the viewports. Move the time slider to frame 50.
- Right-click
the orange and choose Move from the transform quadrant of the quad
menu.
In all viewports, you see the transform gizmo.
- As
you move your mouse over the Transform gizmo, the different axes
highlight one at a time. When the Z axis (blue) highlights, click and
hold the left mouse button, and drag the orange straight up in the Perspective
viewport until it is almost out of view. Release the mouse button.
Because
you’re working in Auto Key animation mode, you've just set a key
for the orange. The key appears as a red rectangle in the time scale,
below the time slider.
- Move
the time slider back and forth from frame 0 to frame 50, and watch
the orange rise up from the wooden counter.
NoteIf
you still have one of the viewports set to Camera01, you will see
the animated view of Camera01.
Animate
the rotation of the bottle:
- Return
to frame 50.
- In
the Perspective viewport, click the bottle to select it, or press H and select the bottle by name.
- Right-click
the bottle in the viewport and choose Rotate from the transform
quad.
The transform gizmo appears over the bottle.
As you
move your cursor over the transform gizmo, different axes display
as yellow. The axes are color-coordinated (red, green, and blue equals
X, Y, and Z, respectively).
- Rotate
about the Y axis approximately 127 degrees so the bottle is upside
down, with the bottle bottom up in the left-hand corner of the viewport.
(See illustration).
You can see the X,Y,Z values displayed in yellow
above the transform gizmo as you rotate the bottle. These values
also appear in the Coordinate Display below the viewport.
TipYou can enter values directly in the coordinate
fields for precision in your work.
- Again
move the time slider back and forth from frame 0 to frame 50 to
observe the animated effect.
You'll
repeat this for the knife and the apple.
- Return
the time slider to frame 50. Then select the handle of the knife
in the viewport, or press H and
select the object namehandle from the list.
The knife
blade is linked to the handle, so when you animate the handle, you'll
be animating the knife blade as well.
- The
Rotate tool should still be active; if not, click Select And Rotate
on the toolbar. Use the transform gizmo to rotate the knife handle around
in the viewport. Then right-click and choose Move from the quad menu.
Move the handle in Z, then in X, and then in Y so the knife is closer and
larger than before in the viewport.
- Repeat
for the apple.
-
In the
animation playback controls, click the Go To Start button, and then
click the Play Animation button.
Watch the
animated objects fly up in the air.
- Turn
off Auto Key.
To avoid accidentally creating unwanted animation,
develop the habit of turning Auto Key off after animating.
Reverse
the animation:
It's a simple procedure to reverse this animation.
You'll move keys in the track bar to accomplish this.
- Press H on the keyboard.
The Select
Objects dialog appears.
- Hold
down the Ctrl key and
click the bottle, apple, orange, and handle in the list. Then click
Select.
The objects are displayed with selection brackets
in the viewport. The keys for all the animated objects are displayed
on the track bar.
- In
Ohe track bar, drag a selection rectangle around the keys at frame
0.
The keys turn white on the track bar to show
they are selected.
- Hold
down the Shift key and
drag the keys from their position at frame 0 to frame 100
This creates
a copy of the keys from frame 0 to frame 100.
-
Press
the Play Animation button in the VCR controls to see the animation
you've created
The still life objects fly up and around at
frame 50 and then return to their positions at frame 100. The animation
loops because the position and rotations at frame 0 and 100 are
the same.
- Save
your scene as my_still_life_animated_loop.max to
your folder on your local drive.
Experiment
with changing the animation:
You can change the animation so the objects
fly in from off screen.
- With
all four objects still selected, select the keys at frame 0 as before.
Delete them with the Delete key.
- Drag
a selection rectangle around the remaining keys, at frames 50 and
100. Next, drag the keys to the left, so the animation starts at
frame 0 and ends at frame 50.
Again play
the animation.
TipDepending
on how you rotated your objects, you might need to re-create the
rotation keys if the objects no longer spin the way you want them
to. To do this, go to frame 0 and, with Auto Key on, rotate the
objects again.
- Again
save your scene to your local folder, this time as my_still_life_animated_flyin.max.