Creating the Illusion of Weight
Interacting with Objects
Making the Biped Look at Objects
Using Props
Props are objects that a biped might be carrying
or swinging, such as a sword, spear, or “lightsaber”. They are parametric
objects that are included as part of the biped skeleton, so that
if you have motion capture data with prop information, there is
a place for that information to reside. You can have up to three
props saved with the biped.
Props have two parameters for Position Space
and Rotation Space that can be keyframed. This makes it easy to
have the prop follow the biped's hand, or to switch the prop from
one hand to another.
Add
a prop to an animated biped:
This procedure starts with a biped sawing a
board. You'll create a prop to take the place of the saw.
- Open saw_wood_start.max.
- Play
the animation. The biped rests one knee on the invisible board,
and saws it with an invisible saw.
- Select
any part of the biped and open the Motion panel.
-
On the
Biped rollout, click Figure Mode.
In the
Perspective viewport, the biped shifts to a different position.
- To
create a prop, open the Structure Rollout and turn on Props 1.
The prop
appears at the biped's right hand.
To align
and position the prop to the hand, you'll leave Figure mode and
set a key for the prop.
- Turn
off Figure Mode, and then select the prop in the viewport.
- Move
the time slider to frame 0.
- In
the Perspective viewport, rotate the prop approximately 152 degrees
around the Y-axis.
The rotation is displayed in yellow in the viewport,
and in the Coordinate Display below the viewport.
-
On the
Key Info rollout, click Set Key.
- Expand
the Prop divider bar. In the Rotation Space drop-down list, choose
Right Hand.
This puts the prop in right-hand rotation space.
As the right hand rotates, the prop will follow. Notice that you
can't make changes here unless you have set a key.
- On
the Main toolbar, click Select And Move, and then change the Reference
Coordinate system to Local.
- In
the Perspective viewport, move the prop along the Z-axis so it is
slightly in front of the hand, then click Set Key again to keyframe
the position of the prop.
- Play
the animation. The prop follows the movement of the hand nicely.
- To
make the prop more closely resemble a saw, turn on Figure mode and
scale the prop so its proportions match those of a hand saw. Then
turn off Figure mode and play the animation.
If you
like it, save your work to mysawingwood.max.
Animate
props switching hands:
This procedure starts with a file of an animated
biped. You'll add a prop, and then keyframe it to switch hands to
follow the motion.
- Open samurai_start.max.
- Play
the animation.
The biped first holds his weapon in one hand
and then swings it with the other.
To create
a prop you will go into Figure mode.
- In
the viewport, select any part of the biped.
-
Open
the Motion panel, and on the Biped rollout, turn on Figure Mode.
- Open
the Structure rollout and turn on Props 1.
The prop
appears in the viewport beside the biped’s right hand.
- Turn
off Figure mode and play the animation.
The prop
follows the movement of the pivot point of the right-hand wrist.
To adjust the size of the prop, you can use the Scale transform.
- Turn
on Figure mode and select the prop.
- On
the Main toolbar, choose either Scale or Non-Uniform scale to change
the size and proportions of the prop. Turn off Figure mode when
you are through.
- Turn
on Auto Key mode. Rotate the prop so it's perpendicular to the hand.
- On
the Main toolbar, click Select and Move. Then in the Reference Coordinate
drop-down list, choose Local. Move the prop on its local X and Y-axes
so the prop is in contact with the palm of the hand. Make sure to
leave enough room between the prop and the right thumb so the left
hand can grab it as well.
- Make
sure the prop is still selected, and then open the Key Info rollout.
- Expand
the Props bar, and click Set Key so the Position Space and Rotation
Space fields are accessible in the Props group.
- Using
the drop-down list, change both Position Space and Rotation Space
to Right Hand.
- Play
the animation.
The prop follows the movement of the right hand
throughout the whole animation.
To make
the biped switch hands, you can keyframe the Position and Rotation
Space.
- Move
to frame 74. The prop should still selected. In the Key Info rollout,
click Set Key.
This sets a key
- Move
to frame 75, and click Set Key.
This activates
the Position and Rotation Space fields.
- Change
Position Space and Rotation Space to Left Hand. Now play the animation.
The prop
follows the movement of the right hand until frame 75. It follows
the movement of the left hand from 75to the end of the animation.
- Play
the animation.
The prop follows the movement of the hands correctly.
The prop follows the right hand until frame 75, then switches and
follows the left hand until the end of the animation.
- Depending
on the length of the prop, you may find that it passes through the
head or other body part. If this happens, you can keyframe the rotation
of the hand so the prop avoids this intersection. You can also keyframe
the prop independently of the hand, if needed.
- Save
you work as mysamurai.max.