Animated Still Life
Animated Still Life
Creating an Orange
Navigating a Scene
In
this lesson, you'll open an existing scene of a still life and learn
to adjust the view and navigate the viewports.
Navigating
the scene
- Choose
File menu > Open.
All the
files necessary for this tutorial are provided on the program disc
in the \tutorials\still_life directory. Before
starting the tutorials, copy the \tutorials folder
from the disc to your local program installation.
Find the \tutorials\still_life directory on
your hard drive and highlight still_life_start.max,
then click Open.
The Perspective
viewport should be active, indicated by a yellow border. If it's
not, right-click to activate this viewport.
-
Click
the Zoom button in the viewport navigation controls at the lower-right
corner of the screen.
To show
that this control is now active, the button appears pressed in,
with a yellow background.
- With
the mouse, drag downward in the viewport.
Your view
zooms out so you can see the corner in the scene.
-
Click
Arc Rotate in the viewport navigation controls at the lower-right
corner of the screen. The button highlights when active.
A yellow
navigation circle appears in the viewport.
- Position
the cursor inside the yellow circle. Press
and hold the left mouse button and move the mouse.
The point
of view orbits around the scene.
TipAvoid
dragging outside the yellow navigation circle, unless you want to
roll the entire viewport.
- Spin
your view so you can see the scene from every angle.
You'll
notice that the back side of the corner is dark. This is because
there are already hidden lights in this scene prepared to cast shadows
in your rendering.
- Right-click
in the viewport to dismiss the yellow circle.
-
Click
Pan in the viewport navigation controls and move the mouse in the
viewport.
The viewport pans with your movement.
NoteYou can also start a pan operation by holding
down the middle mouse button or wheel as you pan. If the middle
mouse button doesn't pan the viewport, check your mouse driver settings.
- To
return the viewport to its original orientation, press Shift+Z repeatedly to undo the viewport changes
all the way back to the beginning.
NoteIn
this instruction, “
Shift+Z
”
is outlined with a rectangle to indicate that you're to press this
key combination on the computer keyboard. We use this style consistently
in the help and tutorials for both single keypresses and key combinations,
so that it's always clear when an instruction involves using the
physical keyboard as opposed to the mouse with the software interface
on the screen.
TipYou
can undo other types of changes with Ctrl+Z.
Next you'll create a camera and a Camera viewport.
The Camera viewport is similar to the Perspective viewport, but
with different functionality. It can be animated, and effects can
be added to it.
Creating
a camera
- Right-click
the Top viewport to activate it.
The Top
viewport is outlined in yellow.
- Right-click
the Top viewport label (the word Top at the upper left corner of
the viewport). On the menu that appears, choose Smooth + Highlights.
The viewport
display changes from wireframe to shaded.
TipYou
can also press F3 to switch
a wireframe viewport to a shaded display.
-
On the
Create panel, click the Cameras tab, and then click Target.
- In
the Top Viewport, starting at the lower left-hand corner of the wooden
shelf, drag out a camera pointing toward the knife (see the following
illustration).
Press Ctrl+D to make sure the new camera
is not selected.
To see
what the camera sees, you need to change one of the viewports into
a Camera viewport. You'll replace the Front viewport with a Camera
viewport.
- Right-click
the Front viewport to activate it, and then press C.
The Select
Camera dialog opens.
Click Camera02,
then OK.
The camera you created is Camera02. There was
already a Camera01 hidden in this file.
TipWhen
a scene contains more than one camera and none of the cameras is
selected, or more than one are selected, pressing C causes the Select Camera dialog
to open. If there is just one camera in the scene, or if a single
camera is selected, pressing C automatically
sets the active viewport to the camera view.
- Press F3 to switch the wireframe display
to Smooth + Highlights shading.
The navigation
controls have changed. Because tools and controls are context-sensitive,
activating a Camera viewport switches to camera-specific navigation
controls.
- Experiment
with the various camera navigation controls, to zoom, pan, arc-rotate,
and so on in the Camera viewport.
Tip To
undo Camera viewport changes, press Ctrl+Z,
or click the Undo button at the left end of the main toolbar. Unlike
the Perspective viewport, Camera viewport changes are based on the
movement of the camera.
Next you'll render the scene.
Rendering
the scene
You've looked at the scene from many different
angles, but the viewport tells only part of the story. To see the
full effect of the scene settings, such as reflections and shadows,
you need to render the viewport to an image.
-
On the
toolbar, click the Render Scene button.
The Render
dialog appears.
- Look
at the very bottom of the dialog. Make sure the Viewport field says
Camera02, and then click Render.
The rendered
frame window appears, and the rendering takes place line-by-line
from the top to the bottom of the image.
- Change
the Camera viewport to Camera01. Make sure the Camera viewport is
active and no cameras are selected, then press C and chooseCamera01 from the list.
- Render
again.
Observe the rendering. You'll see shadows on
the wall, reflections in the knife blade and bottle, and transparency
on the leaf objects. None of these were visible in the viewport
display.
- Right-click
the Camera viewport label, and choose Views > Front to change
the Camera viewport back to a Front viewport.
Next, you'll create an orange to add to the
scene. Then you'll animate the objects so they fly into place.