Animating with Freeform
Animating with Freeform
Animating a Freeform Walk Cycle
Creating a Simple Freeform Animation
This
lesson provides an introduction to using freeform animation techniques
with Biped.
In this lesson, you will animate a biped swimming
in place. You’ll use freeform animation methods to produce the kicking
legs and arm strokes.
In order to create this motion, you’ll use a
combination of rotations and moves. You'll also make use of Copy
and Paste Posture Opposite to animate one arm and copy its tracks
to the other.
Set
up the lesson:
- Reset 3ds Max.
-
On the
Create panel, click the Systems button.
Create
a biped and load a FIG file:
-
Click
the Biped button and then create a biped in the Front viewport.
-
Go to
the Motion panel.
-
Turn
on Figure Mode and click Load File.
The Open
dialog displays.
- Open
the file cs4_tut_rtgame.fig.
The biped
takes on new structural elements saved in the FIG file. This simplified
figure has one large toe on each foot and one large finger on each
hand, and its spine contains two segments instead of four.
-
Turn
off Figure mode.
NoteYou
cannot animate in Figure mode.
-
Select
all the biped objects, and then click Zoom Extents All.
- Save
the scene as MySwimmer01.max.
Start
a freeform animation:
You start a freeform animation by activating
automatic key recording and transforming any part of the biped.
- Right-click
the Left viewport.
This activates the Left viewport without affecting
the selection in the scene.
- Press Alt+W to maximize the viewport for
a closer view of the biped.
The biped
should be in wireframe. Change the shading display of the Left viewport
if it is not wireframe.
-
Turn
on Auto Key.
The button turns red, and the active viewport
is outlined in red.
-
On the
Track Selection rollout on the Motion panel, click Body Rotation.
NoteActivating any of the Body ... buttons on
the Track Selection rollout automatically selects the center of
mass (COM) object.
The rotation
transform gizmo lets you easily rotate an object about a chosen
axis. As you move your cursor over the gizmo in the viewport, the
axis circles turn yellow, indicating the axis around which the rotation
will occur:
- The
red circle, displayed as a vertical line in this viewport, affects
the X axis.
- The
green circle affects the Y axis.
- The
blue circle, displayed as a horizontal line in this viewport, affects
the Z axis.
- The
light gray circle, displayed around the green circle, allows free
rotation around all three axes.
- Move
your cursor over the green circle.
The cursor
turns yellow, meaning that any rotation is locked to that axis.
- Rotate
the center of mass approximately 90 degrees about the Y axis. Watch
the coordinate readout near the gizmo to see how far you're rotating
the biped. Rotate until the biped is lying prone.
TipIf
you like, you can press A to
turn on Angle Snap, which lets you easily rotate to 90 degrees.
An animation
key appears at the far left of the track bar, at frame 0.
You can
select all three COM tracks under Track Selection to create keyframes
simultaneously. Try this:
-
On the
Track Selection Rollout, click Lock COM Keying, and then click the
Body Rotation button.
-
On the
Track Selection rollout click both the Body Horizontal and Body
Vertical buttons so that both tracks are selected.
All
the multiple tracks for the COM are now active.
-
Expand
the Key Info rollout and click Set Key.
This sets
keys for all the COM tracks at frame 0. The trackbar key shows a
multi-color display, indicating that both position and rotation keys
have been created.
- Click
Lock COM Keying again to unlock the COM tracks.
TipIt’s
a good idea to set a key at the start of your animation for the three
COM tracks.
Pose
one leg:
Now that the biped is prone, you're ready to
animate the swimming motion. First, you’ll position the legs. You’ll
work on the right leg first, setting up its position at frame 0.
- Press Alt+W so you can see all four viewports
again.
- Select Bip01
R Thigh by clicking the lines of the thigh in the Left
viewport.
TipAs
you hold your cursor over an object in the viewport, the object’s
name is displayed in a tooltip. You can also select an object by
pressing
H to choose
objects from the selection list.
- Rotate Bip01
R Thigh approximately −30 degrees about the Z-axis.
The right
leg is rotated, but the right foot is pointing straight down.
- Press Page Down twice to select the right
foot.
TipThe Page
Up and Page Down keys
let you quickly navigate through the objects that make up a biped.
- Rotate Bip01
R Foot about –50 degrees around the Z-axis.
The foot
looks more natural in this position.
So far
you’ve used only forward kinematics to animate the biped. Next you’ll
use inverse kinematics by moving the foot to move the entire leg.
- Right-click
the same foot and choose Move from the quad menu.
TipYou
can choose the transform tools either from the Main toolbar or by
right-clicking to open the quad menu.
The Transform
gizmo switches to an axis tripod showing two of three arrows in
this viewport. They are displayed at right angles with the Z axis
pointing up and the Y axis pointing left.
- In
the Left viewport, move the cursor over the Y axis of the gizmo
until it turns yellow, then move the foot a little to the right.
The knee
bends to accommodate the new position of the foot.
In this
move, you’ve just used inverse kinematics. The foot,
calf, and thigh are linked together in a hierarchical chain. By
moving the end of the chain, the foot, you rotated the lower and
upper leg objects.
- Save
the scene as MySwimmer02.max.
Animate
the leg:
Everything you’ve done so far has been at frame
0. Now you’ll move forward in time and animate the pose at frame
10.
- Move
the time slider to frame 10.
- Move
the foot downward on the Z axis until the knee straightens out.
- Press Page Up twice to select Bip01
R Thigh.
- Right-click
and choose Rotate from the quad menu, then rotate the Bip01
R Thigh approximately −10 degrees about the Z axis.
- Move
the time slider back and forth between frame 0 and frame 10.
The leg
moves up and down.
Use
copy and paste:
Now you’ll use some specialized Biped tools
to pose and animate the opposite leg.
- Return
the time slider to frame 10.
- Double-click Bip01
R Thigh.
The entire leg is selected from the thigh down
to the toes.
- On
the Motion panel, expand the Copy/Paste rollout.
The Copy/Paste
functionality includes the creation of collections. You must create
a collection before you can start creating postures.
-
On the
Copy/Paste rollout, click the Create Collection button. This creates
a collection named Col1. Rename it to Swim
– Crawl.
-
Make sure the Posture button
is activated.
-
Also make sure that Capture
Snapshot From Viewport is chosen, just above the Paste Options group.
This forces the thumbnail of the pose to be taken from the active
viewport. This particular posture, for example, is better seen from
the Left viewport rather than the Front.
-
Click
Copy Posture.
The posture
of the right leg is copied into a buffer. Change the name of the
Copied Posture to RLeg – downkick.
-
Move
the time slider back to frame 0. Click Paste Posture Opposite.
The left
leg rotates downward. The right leg hierarchy is still selected.
-
At frame
0, choose Copy Posture again.
- Move
the time slider to frame 10.
-
Click
Paste Posture Opposite again.
Now the
left leg is raised, and the right leg is down.
- Move
the time slider back and forth between frames 0 and 10 and watch
the legs kick.
Now you‘ll repeat this process to make the legs
kick several times.
- Save
the scene as MySwimmer03.max.
Use
Paste Posture to create multiple kicks:
You can use the Copy Posture tools to quickly
duplicate all the leg keys from one frame to another to create repeated
kicking motions.
-
Make
sure Auto Key is still on and move the time slider to frame 0.
-
On the
Track Selection rollout, click Symmetrical.
Now both
legs are selected.
-
Click
Copy Posture at frame 0. Name the copied posture R up
L down.
Both legs
are added to the collection.
- Move
the time slider to frame 20.
TipYou
can type in the frame number in the Current Frame time control.
-
At frame
20, click Paste Posture.
- Go
to frame 30 and click Paste Posture Opposite. From this point forward
you can click either Paste or Paste Opposite as you create a kicking cycle.
For a smooth kick cycle, simply alternate the posture every 10 frames
up to frame 80. The track bar displays a total of nine keys for
the animation of the legs.
- In
the Copy Collections group click the Save Collection button to save
your collection. Name the collection Swim – Crawl.
The CPY extension is automatically added to the name.
- Save
the scene as MySwimmer04.max.
Animating a kicking leg was fairly easy, requiring
only two poses: one with the leg up, and one with the leg down.
Animating the arms is more complex. To animate the stroke of an
arm, you’ll need five poses:
- The
arm outstretched
- The
arm down
- The
arm back
- The
arm drawn up out of the water near the ear
- The
arm entering the water
When one arm is animated correctly, you’ll use
Copy Track and Paste Opposite Track to animate the second arm. You’ll
adjust the timing of the second arm by sliding the keys in the track
bar.
Animate
one arm:
-
Make
sure Auto Key is still on, and move the time slider to frame 0.
- Press H and select Bip01 L UpperArm from
the Select Objects dialog.
-
In the
Left viewport, select and rotate Bip01 L UpperArm approximately −160
degrees about the Z axis, until it is extended in front of the biped.
- Right-click
the Top viewport and press Page Up to
select Bip01 L Clavicle and rotate it −20
degrees about the Y axis.
This should
prevent the arm from passing through the head.
- In
the same viewport, press Page Down three
times to select Bip01 L Hand. Rotate it approximately −90
degrees about the X axis so the palm is facing down.
This completes
the first arm pose, so it's a good time to save your data.
- Double-click Bip01
LClavicle to select the entire left arm hierarchy.
- Activate
the Perspective viewport so that the snapshot will be easier to
identify, and then click Copy Posture. Name the pose LArm
extended.
- Move
the time slider to frame 10.
-
On the
main toolbar, click Select And Move, and then change the Reference
Coordinate System to World if necessary.
This will
facilitate working with the Transform gizmo in different viewports.
- Right-click
in the Left viewport. Move Bip01 L Hand downward on the Y
and Z axes until it points straight down.
TipIf
you grab the Move gizmo by the corner where the two axes meet, you
can move selected objects on both axes at once; that is, on the
YZ plane.
- This
completes the second arm pose. Double-click Bip01 LUpperArm to
select the arm hierarchy and then click Copy Posture. Name the pose LArm down.
- Move
the time slider to frame 20.
-
Select Bip01
L Hand and then move the hand along the Y axis toward
the legs.
-
Activate
the Front viewport and press Page
Up three times to select Bip01 L Clavicle.
Rotate this part about 24 degrees around the Z axis.
This completes
the third arm pose. Save it by double-clicking Bip01 L UpperArm in
the Top viewport to select the hierarchy, then click Copy Posture.
Name the pose LArm back. If you activate the
Perspective viewport before you copy the posture, you can adjust
the viewport so the pose is clearly visible in the thumbnail.
- Move
the time slider to frame 30.
- Activate
the Top viewport.
-
Select Bip01
L Hand and then move the hand in the XY plane until the hand
is level with the shoulder.
- In
the Left viewport, move Bip01 L Hand on the Z axis so
it is near the ear.
- Finally,
rotate Bip01 L Hand about the X axis
so the palm is flat.
This completes
the fourth arm pose. Save it to the collection by double-clicking
the upper arm to select the entire hierarchy, then click Copy Posture.
Name it LArm up.
- To
create the fifth pose go to frame 37.
- In
the Left Viewport, move the Bip01L Hand object
on the Y axis so it is in front of the head, and is level with the
shoulders. Double-click the Bip01 L Upperarm to
select the entire arm hierarchy, activate the Perspective viewport,
and then click Copy Posture. Name the posture LArm stroke.
NoteThe fifth pose is used to ensure that the
rotation of the arm is correct going from the out of water pose
to the extended pose.
- Save
the scene as MySwimmer05.max.
Applying
a twist pose:
You can use twist poses to correct upper arm
rotations. Twist poses are primarily used to correct arm twisting,
but in this case we’ll use it to simply position the arm efficiently.
- Turn
off Auto Key if it is on.
- Select Bip01
L Upperarm.
- Move
the time slider to frame 33.
- Expand
the Twist Poses rollout.
- In
the Twist Poses drop-down list, choose each pose and observe the
change to the arm in the viewport.
Consider
these default poses as additional copied postures that you can use
to “straighten out” problems by defaulting to fixed rotations.
-
When pose 5 is selected
the arm will be rotated and positioned correctly. Expand the Key
Info rollout and click Set Key to keyframe the twist pose.
TipTwist poses are really designed to help
you fix twisting that occurs in the mesh attached to the biped.
If you go to Figure Mode, you can enable Twist Links by turning
on the Twists check box, then set the number of twist links you
would like for the upper arm, forearm, thigh, calf, or “horse-link”
(the extra link in the Leg if Leg Links are set to 4). Unfreeze
and unhide all and you will be able to see the twist bones that
have been added using this method. Once the Twist Links functionality
is enabled you can play with the Twist and Bias settings.
Copy
the Arm pose:
To complete the arm cycle, in the next few steps
you’ll copy the arm pose from frame 40.
-
Turn
on Auto Key.
- In
the Top viewport, double-click Bip01 L Clavicle to
select the entire left arm.
-
Advance
the time slider to frame 40 and click Paste Posture.
If you
see any unusual rotations or out-of-place movements, you can set
additional keys to refine the animation.
- Move
the time slider and watch the animation.
Repeat
the animation:
If the animation is going to be 80 frames in
length, you’ll need to repeat the arm movement.
- Double-click Bip01
L Clavicle, to select the entire left arm, if it's not
already selected.
- In
the trackbar drag a selection window around the keys for frames
10 through 40.
- Hold
down the Shift key and
copy these keys by dragging them to the right. When the first key
is over frame 50, release the mouse button.
- Play
the animation. The biped should perform two complete strokes with
its left arm.
- Save
your scene as MySwimmer07.max.
Add
rotation to the spine:
Next you’ll add some rotations for the spine
to make the animation more convincing. This spine of this biped
figure (cs4_tut_rtgame.fig) has only two
segments. You’ll rotate the large section representing the upper
torso.
- Make
sure Auto Key is still on.
- Select Bip01
Spine1.
NoteThe
first spine object is
Bip01 Spine
.
The large second spine object is
Bip01 Spine1
.
- Right-click
the Front viewport.
-
Move the time slider to
frame 0, and on the Key Info rollout, click Set Key.
This sets
a start key for the rotation.
- Move
the time slider to frame 10 and rotate Bip01 Spine1 approximately −15 degrees
about the X axis.
This makes the body appear to follow the movement
of the arm.
- On
the track bar, click the key at frame 0 to select it, then hold down
the Shift key and
drag a copy to frame 30. Watch the status area to know when you
are at frame 30.
The spine
now rotates once in the 40-frame cycle.
- Select Bip01
Pelvis.
-
Move the time slider to
frame 0 and on the Key Info rollout, click Set Key.
This sets
a start key for the rotation.
- Move
the time slider to frame 10 and rotate the pelvis a few degrees
in X so it follows the movement of the left leg.
- Copy
these two keys to frames 20 and 30.
TipYou
can also add a few degrees of rotation around the Y axis as well
for the pelvis if you like.
Next you’ll
copy the pelvis and spine rotation keys to repeat the motion.
- Make
sure the pelvis is still selected, then hold down the Ctrl key and click on the Bip01 Spine01 object
(the large torso spine object).
- In
the track bar, drag a selection rectangle around the four visible
keys.
- Hold
down the Shift key and
drag the keys so the leftmost key is copied to frame 40. Move the
time slider back and forth to see the animation.
- Copy
the key from frame 0 to frame 80 to complete the set of keys.
Animate
the head:
The biped can breathe as it swims, if you animate
the head rotation appropriately.
- In
the Left viewport, select the biped's head, Bip01 Head.
- Move
the time slider to frame 0 and rotate the head about 70 degrees
around the X axis, so the biped’s left ear is pointing down.
TipWatch the Perspective viewport while rotating
in the Left viewport.
- At
frame 20, rotate the head back down.
- Hold
down the Shift key and
drag to copy the key at frame 0 to frame 40. Watch the status area
to know when you are at frame 40.
- Move
the time slider to observe the head rotation.
Actually,
it would look better if the head were turned up at frame 30.
- Slide
the key you made at frame 20 along the timeline to frame 30. Do
not hold down the Shift key for
this step.
The biped lifts and lowers its head once in
the 40 frame cycle.
TipYou
can move the time slider to frame 30, then slide the key on top
of it.
- To
explore another way to copy keys, right-click the time slider.
The Create
Key dialog is displayed. This lets you create keys by choosing a
source and a destination.
TipYou
don’t have to turn on Auto Key to set keys this way.
- Set
Source Time to 30 and Destination Time to 70, and then click OK.
- Right-click
the time slider again.
- Set
Source Time to 0 and Destination Time to 80, and then click OK.
This completes the head motion, but the right
arm motions still need work. That comes next.
Animate
the other arm with Copy Tracks:
Copy Tracks lets you copy and paste the animation
tracks of selected objects to other objects, or to opposite body
parts.
-
Make
sure Auto Key is still on.
- In
the Top viewport, double-click Bip01 L Clavicle to
select the entire left arm.
- Activate
the Perspective Viewport.
-
On the
Copy/Paste rollout, turn on the Track button.
-
Click
Copy Track.
The track is copied to the buffer. Name the
track LArm – Crawl.
-
Click
Paste Track Opposite.
-
Play
the animation.
The biped is swimming the butterfly stroke.
The two arms move together.
Next you'll
change the timing so the arms alternate.
- In
the Top viewport, double-click the Bip01 R Clavicle.
The entire
right arm is selected in the viewport.
- Drag
a box around all the keys in the track bar to select them. Slide
all the keys 20 frames to the right.
-
Play
the animation.
Now the beginning and end are not quite right.
The easiest way to correct this is to copy and paste poses.
Fix
the beginning and end:
-
Make
sure Auto Key is still on.
- In
the Top viewport, double-click the Bip01 R Clavicle to
select the entire right arm, if it's not already selected.
-
On the
Copy/Paste rollout, click the Posture button.
-
Move
the time slider to frame 50 and click Copy Posture.
-
Move
the time slider back to frame 10 and click Paste Posture.
- At
frame 40, click Copy Posture, then at frame 0, click Paste Posture.
Now the
arms alternate.
To correct
the other end of the animation, you can crop the animation to 80
frames.
-
In the
time controls, click Time Configuration.
The Time
Configuration dialog is displayed.
- In
the Animation group, change the End Time to 80. Click OK.
WarningDo not click Re-scale Time.
-
Click
Play Animation.
Save
your work:
-
In the
Biped rollout, click Save File and save the motion as MySwimmer.bip.
- Also
save your final scene as MySwimmer08.max.
Perfecting
the animation:
- If
you like, you can improve the animation by adding some rotation
keys to the pelvis and spine and by adding secondary motion to the feet
and hands. Stagger the rotations of the extremities a few frames
following the movement of the hands and feet.