Wednesday, December 25, 2019

3ds max Keyframe keyframes in Auto Key mode

3ds max Keyframe Animation Creating keyframes in Auto Key mode

3ds max Keyframe Animation Auto Key mode


3ds max Keyframe keyframes in Auto Key mode So I can maybe go to the middle of the animation here around frame 70 and turn Auto Key back on again and with that move tool active, change the position of the camera. Maybe move it back a little bit. Release the mouse and now I have another key frame at frame 70. Disable Auto Key and rewind and play it back again. So I've got a little bit of a subtle arc there where it's coming in closer at the end. 

3ds max Keyframe keyframes in Auto Key mode Okay, that's how Auto Key works. It's pretty simple. You want to remember if Auto Key is on. You don't want to accidentally leave it on. That would be bad because then you might be working in some other aspect of your scene and creating key frames when you didn't intend to. It's a classic rookie mistake. 3ds max Keyframe keyframes in Auto Key mode You leave Auto Key on and then you go into the material editor and all of a sudden you're animating colors and you didn't even realize you were doing that. So when you're finished creating animation, always just reflexively remember to turn Auto Key off.

3ds max Keyframe Animation : Set Key mode Creating keyframes

3ds max Keyframe Animation Creating keyframes in Set Key mode

3ds max Set Key mode Keyframe Animation 

Creating keyframes in 3ds max tutorials But before going into set key mode, we want to determine what we're going to be keying. Because when we click the big key button here, certain transforms or parameters will be key framed depending upon what we choose in the filters. So we have filters here, big button, key filters. And we don't want to key frame anything except for rotation. So I'll turn everything else off. Close that dialogue, enable set key, and I'm parked at the first frame of the animation, frame zero.

3ds max Keyframe Animation Editing keyframes in the Timeline

3ds max Keyframe Animation Editing keyframes in the Timeline

3ds max Keyframe Animation Editing keyframes in the Timeline


3ds max Keyframe Animation Editing So I'm going to move this back being aware that in this case I didn't incur any major issues but notice that this key actually crept forward from frame 70 to frame 71 because of the success of scaling and the round off errors of the key frame snapping to whole numbers. Okay let me show you that once again if I scale this all the way down to very small and then scale it back, it doesn't land at the same place it was on frame 71 and now it's on frame 64. Alright so that's just a gotcha, be aware of that. Alright if I select a region I can also move the region as a unit without scaling it. Just click on the black bar and drag from left to right but be careful because as you can see as I drag my mouse out beyond the end of the timeline my last key is getting lost it's getting cropped. Alright so I just position that back where it was and then move this key back to frame 70 where I wanted it and rewind back to frame zero. That's how to edit key frames and key frame ranges in the timeline.

3ds max Keyframe Animation Editing keyframes in the Dope Sheet

3ds max Keyframe Animation Editing keyframes in the Dope Sheet

 3ds max Keyframe Animation Editing keyframes in the Dope Sheet

3ds max  Keyframe Animation  It's not actually white. I'm getting closer. Let's use the keyboard shortcut for that. It's control, alt, and middle mouse. Drag to the left and you're zooming in and then just position with the middle mouse. So you might be able to see that this is a gray color. It's not actually selected. So if I click on position on frame zero, I select all the position keys, and I can click and drag and move those. Now the hierarchy selection here is a little bit even more complicated than it needs to be because we can see that it also lights up in white for these superordinate fake keys. In other words, if I click on position here I expect that the subordinate keys will light up, but I don't expect that these ones above it will light up. But they do, so that's just a little bit of a gotcha.  K eyframe Animation So if I click on rotation here, then rotation lights up, all of X, Y, and Z rotation light up, position does not light up, but transform and the top level do. All right, so I can move those rotation keys and start the rotation later, zoom back out with control alt and middle mouse, position with middle mouse, and move my rotation so that it starts later on let's say frame 40, and then we can just close it, and then rewind, and play back, and my rotation started a bit later there. All right, so that is how to use the dope sheet to select and manipulate keyframes hierarchically.

3ds max Dope Sheet :Editing keyframes . I can rewind and play that back just to show you that my animation now starts on frame 15. All right, I'll move that back to frame zero, and I'll use the fake keys again to select just the position keys. So I can go to the position row here, and click off of everything so nothing is selected, and then click on the position fake key on frame zero, and we can see that the position keyframes are lit up in white. And down here, this is a little bit hard to see, rotation is in a slightly darker gray

3ds max Keyframe Animation Editing function curves in the Curve Editor

 3ds max Keyframe Animation Editing function curves in the Curve Editor

Keyframe Animation Editing Curve Editor 3ds max :

 3ds max Keyframe Animation Editing function curves in the Curve Editor What we want to do is select the key frames first and then enable this switch, Lock Tangents, and then click and drag, holding down the Ctrl key, and I can change the lengths of those handles together. All right, so that's a faster slow-out. I'll do the same over here just for the position keys. Let's resize one of them so that they're the same length. If I want to move just one of them, then I'll select just one. Select that red key frame and shorten that. If I want to move them both, with Lock Tangents on, I'll select them both and shorten them both. So now, I'll have a much faster slow-out and a much faster slow-in. Let's take a look. Rewind and play it back. So it's very sudden and abrupt as it starts and stops. All right, so I think I've done too much of shortening that. 

 3ds max Keyframe Animation Editing function curves in the Curve Editor So I'll go back and just change it. Go back to the Curve Editor. Once again, Frame Horizontal and Value Extents. We want to have the X and Y positions selected, so let's select those. And if it doesn't work, we can of course use the keyboard Ctrl, Alt, and middle mouse. Oh yes, it wasn't working because I had key frames selected, so I'll just deselect those and then Frame Horizontal and Value Extents. And I've still got Lock turned on. Hold down Ctrl and lengthen these and now, I'm going to have a much longer slow-out and slow-in. All right, let's see what we get. So that's much more gentle now. Okay, that's the basics of editing key frames and their interpolation in the Curve Editor.

3ds max Keyframe Animation Editing a trajectory motion path

3ds max Keyframe Animation Editing a trajectory with a motion path

3ds max Keyframe Animation Editing a trajectory with a motion path


3ds max Keyframe Animation Editing a trajectory with a motion path  All right, so don't want that extreme of a result, so I'll try to even out that velocity. I'll move to a different point in time so that I can get at that keyframe on frame one, and it's a little bit difficult to see, but in fact, there is a separate keyframe and tangent handle and they're sitting right on top of one another. So if you click on there, you may select the keyframe or you may select the tangent handle. So I may need to just try it, just move and see what happens. So it looks like I got the tangent handle, 3ds max Keyframe Animationwhich is currently in blue. And I can use that to shape that curve. Notice as I do that, again, I'm changing the timing. If I move that handle far away, then we no longer have a slow out. It's coming to speed instantaneously. So I do want a slow out, maybe not as much of a slow out. So I can just kind of fine-tune that. I'll do that on the other side too. Select that. It looks like I'm moving both the keyframe and its handle. So I'll try again. Click on it. And now I've just got the handle. 

3ds max Keyframe Animation And just adjust that a little bit. And this is actually changing the function curves in the curve editor for me. I don't need to go into the curve editor to adjust the trajectory or the path of an object through space 'cause I can do it directly in the viewport here. All right, let's see what we get. Rewind and play that back. Well, I think that looks pretty good, having not spent much time on it. We can probably fine-tune this and make it better by going back to the rotation channel in the curve editor and giving that another fine-tune pass. But I think we've done pretty well in demonstrating the effectiveness of a motion path to edit the keyframes of an object moving through space. And that concludes our chapter on keyframe animation 3ds max Keyframe Animation .

3ds max Vray Rendering Choosing a renderer

3ds max Rendering Choosing a renderer

3ds max Vray Rendering renderer


3ds max Vray Rendering Choosing a renderer It's not able to execute arbitrary code to do interesting things like calculate global illumination. So because of that, it's not terribly realistic. And the quality that you get is going to be highly dependent upon the quality of your video hardware. If you've got a lot of video RAM and a fast GPU, then you'll get better results. Quicksilver has limited features. Like I said, it doesn't do global illumination, and in fact, it actually doesn't do ray tracing of any kind. So it works really well for diffused surfaces. But if you're dealing with shiny highlights, then Quicksilver is actually ironically not a good choice. It is suitable for draft renderings, and also for some kinds of stylized renders, such as technical illustrations
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3ds max Vray Rendering Choosing a renderer The Autodesk Ray Tracer, abbreviated ART, is a physically-accurate, unbiased, brute force Monte Carlo Path Tracer. And that's a mouthful, but basically it means that it does its very best to reproduce the way the real world works and how light propagates in an environment. And for that reason, it of course excels at photorealism. However, the designers of ART went a little bit too far I think because there is a kind of perverse pedantic attachment to the laws of real-world physics here. If you can't do it in the real world, then you can't do it in ART, which is kind of crazy because we have a computer that can do anything inside that virtual world. So there's no reason for us to have that kind of constraint, but that is by design.