Interacting with Objects
Interacting with Objects
Making Feet Follow Objects
Making a Hand Follow an Object
In
this lesson, you'll make a biped’s hand follow an animated object.
When a biped’s hand must interact with an object,
there are two methods you can use to create the animation:
- Animate
the hand, then link the object to the hand with Select And Link,
or
- Animate
the object, and use IK settings to make the hand follow the object.
The second method has some practical advantages,
which are illustrated with this lesson.
Set
up for this lesson:
- Open
the file ironing_start.max.
This file
features a character named Wilson standing in front of an ironing
board.
- Play
the animation. The iron is animated to move over the cloth on the
ironing board.
This character already has a biped with Physique
applied to it. To work with the character, you'll hide the mesh
and unhide the biped.
- Choose
the named selection set Wilson Biped. When the warning
dialog appears, click Yes.
The biped
appears in the scene.
- Choose
the named selection set Wilson Mesh.
- On
the Display panel, click Hide Selected.
This leaves
the biped in the scene without the character mesh.
Pose
the hands:
-
Go to
the Motion panel.
- Go
to frame 0.
- Turn
on Auto Key.
-
Using
Select And Move and Select And Rotate, pose the right hand to hold
the iron handle. Look at the hand from different angles to ensure
it is gripping the handle. Don't be concerned if the fingers pass
through the handle slightly.
TipYou
can also right-click in a viewport and choose Move or Rotate from
the quad menu.
If you
have difficulty with this step, open the file ironing_handpose.max.
This file contains the biped already posed with its right hand on
the iron.
- With
Auto Key turned on, position the left hand to hold down the fabric.
Link
the right hand to the iron:
- Select
the right hand.
- On
the Motion panel > Key Info rollout, expand the IK bar.
-
Click
Select IK Object, and click the iron.
The object
name Steam Iron appears to the left
of the Select IK Object button.
- Choose
the Object option just above the Select IK Object button.
- Change
IK Blend to 1.0.
- Play
the animation. The hand follows the iron.
You could
have created a similar animation by linking the iron to the hand
with Select And Link, then animating the hand. However, this type
of animation is limited. For example, if you later bent the biped’s spine
so he could get a closer look at his ironing, the hand would move with
the spine and sink into the ironing board. With IK linking, the
hands will stay put when you rotate the spine.
Right now,
if you bent the spine, the right hand would stay on the iron but
the left hand would move. You can keep the left hand from moving
by anchoring it to the ironing board.
Link
the left hand to the ironing board:
- Select
the left hand.
-
Click
Select IK Object, and click the ironing board.
The object
name Ironing Board appears to the left
of the Select IK Object button.
- Choose
the Object option just above the Select IK Object button.
- Change
IK Blend to 1.0.
Bend
the biped over:
- Select
all the biped’s spine links.
- Make
sure you’re at frame 0.
-
In the
Key Info rollout, click Set Key.
- Go
to frame 40.
- Make
sure Auto Key is turned on.
- Rotate
the biped’s spine links so the biped bends slightly forward.
The biped’s
hands stay in place when the biped bends forward.
- Go
to frame 80, and rotate the spine links to make the biped stand
up straight again.
- Animate
the biped’s head every 30-40 frames to make him look at the iron
as he works.
Unhide
the character:
- From
the Named Selection Sets list, choose Wilson Mesh.
When the warning dialog appears, click Yes. The character mesh appears
in the scene.
- From
the Named Selection Sets list, choose Wilson Biped.
- Go
to the Display panel and click Hide Selected.
The biped
is hidden, leaving only the character mesh.
- Play
the animation. Wilson irons the cloth and bends over to take a closer
look.
- Save
your work in the file my_wilson_ironing.max.
You can
find a completed version of this animation in the file ironing_complete.max.