3D Studio MAX 3.1 tutorials
© 2000 Aaron F. Ross. Unauthorized duplication or publication is a violation of international copyright laws.
Tutorial 5: Keyframing (Bouncing Ball part 1)
1. Open 3D Studio MAX, or select File |
Reset. Maximize the Top viewport and create a
Sphere with a radius of about 10 units.
2. Still in the Top viewport, create a Plane (in
Create Panel | Standard Primitives). Make
it approx 200 x 200 units in size. Center it on the world coordinate system. This will be
the ground plane.
3. Switch to the Perspective viewport and click
Zoom Extents. This zooms the viewport out
to make all scene geometry visible.
Move the sphere so that it hovers over the left side of the ground plane. The absolute
position of the sphere in world coordinates should be approx (-100, 0, 50).
Make sure the ball is correctly positioned over the ground plane by checking the
Top viewport.
4. With the Current Time field displaying frame zero, and the sphere selected, right-click on
the Time Slider. The Create Key dialog box comes up; it should say "Source Time: 0,
Destination Time: 0." Click OK to create a keyframe for the position, rotation, and scale of the
sphere at frame zero. Notice the small grey egg icon on the far left, just below the Time Slider. This
is the key you just created, being displayed in
the Track Bar.
5. Click the Animate button; it turns red. (The Animate button remains on for the rest of
the exercise.) In the Current Time field, type in frame 50. The Time Slider moves to frame 50.
Move the sphere so it hovers over the center of the ground plane by selecting the X axis of
the sphere's Transform Gizmo.
6. With the sphere still selected, click the
Align icon.
The cursor changes to an Align icon; select the ground plane.
The Align dialog comes up. Under Align Position (World),
check the Z Position box; the sphere moves to intersect the ground plane. In the Align dialog, look under
Current Object and select Minimum. The bottom of the sphere should be aligned with the ground
plane. Click OK to exit the Align dialog.
7. Rewind the animation to frame zero and play it. The sphere should fly from its initial
position on the upper left, to land on the ground plane at frame 50.
8. Fast forward the animation to frame 100 and move the sphere to the upper right of the
screen, automatically creating another key at frame 100. Playing the animation shows that the
sphere floats across the screen in an arc. To make it bounce, we must add more keyframes.
9. Go to frame 15 by typing it in the Current Time. Move the ball up in the world Z axis,
about as high as it was at frame zero. Repeat this process to create another key at frame 85. Play
the animation again; you should have more of a bouncing motion now.
10. With the sphere still selected, open the
Motion panel and click Trajectories. Now you can
see the path of the ball.
11. In the Motion Panel, select Sub-Object
Keys. Under Trajectories, click Add
Key. Position your cursor over the sphere's blue trajectory. Your cursor turns to a plus sign. Add two
more keyframes close to the bounce point, one on either side of the impact at frame 50.
12. Turn Add Key off. With the Select and Move command, adjust your new keyframes.
To make sure the ball bounces in a straight line, take care to only move the keys in the XZ
axis. Select the red and blue corner icon of the Transform Gizmo and move the keys to positions that
look good to you.
13. Play the animation. Adjust the keys more to get a better bouncing motion. The keys can
be moved through space by using the Transform Gizmo, or moved in time by dragging the
key's egg icon in the Track Bar. Tweak the animation until it looks more convincing, adding
additional keyframes where necessary. The small white dots on the Trajectory represent
in-between frames based on your keys. Where the dots are farther apart, the object is moving faster.
See below.
14. The ball needs a little squash and stretch to make it look rubbery. We will come back to
this in the next tutorial. We will also use Function Curves to make the bounce more naturalistic,
while using fewer keyframes.
Return to 3D Studio MAX 3 tutorials