8
Set Key Animation Mode 761
Ex am pl e: To a ni ma te a n obj e ct bet ween t hr ee p oin ts
using Auto K ey :
1.
Turn on the Auto Key button.
2. Dragthetimeslider(toframe25,forexample).
3. Move the object from point A to point B.
A Move key is created at frames 0 and 25.
The establishing key at frame 0 describes the
object’s position at point A. The key at frame 25
describes the object’s position at point B.
4. Dragthetimeslider(toframe50,forexample).
5. Move the object from point B to point C.
A Move key is created at frame 50 that descr ibes
the object’s position at point C.
6. Click the Playback button.
TheobjectmovesfrompointAtopointBover
frames 0 to 25, then proceeds to p oint C over
frames 26 to 50.
7. The Playback button turns into a Stop
button. Click it to stop playback.
The posit ion of the object in between the
keyframesisdeterminedbytheinterpolation
type used by the controller. Right-click the keys
in the track bar and select the transform key to
see the controls for adjusting the timing of the
in-betweens.
8. Turn off the A uto K ey button.
To remove the a nimation fr om a scene and star t
again:
1.
Choose File menu > New.
If the scene has been modified, you are asked
if you wa nt to save it. After you make that
decision , a New Scene dialog is displayed.
2. In the New Scene dia log , turn on Keep Objects
AndHierarchyandclickOK.
Alltheobjectsremaininthescenebutall
keyframes have been removed.
3. To remove the animation from just certain
objects, delete their keys in Track View.
Example: To animate a deformation curve of a loft
obj ect:
1.
Turn on the Auto Key button.
2. Setacurrentframewiththetimeslider.
3. Select one or more control points in the
deformationcurveofaloftobject.
4. U se the Mov e Control P oint or Scale Control
P oint buttons to trans
form the control points.
To animate a hier archy with IK interactively:
1.
Select any hierarchy that does not already have
an IK Solver applied.
2. Click IK on the Hierarchy panel.
3. Turn on the Auto Key button.
4. On the Inverse Kinematics rollout, turn on
Interactive IK.
5. Select and move objec
ts in the IK st ructure on
different frames.
Note: This wi ll work on lin ked hierarchies and
bones that do not already have an HI, HD, or
Limb Solver applie
d. This technique al lows you
to animate hierarchies using
IK metho ds (page
2–417)
without applying any
IK solver (page
2–421)
.
Set Key Animation M
ode
Set Key Animation Mode allows you to create
keys for selected objects individual tracks using
a combination of t
he Set Keys button and Key
Filters. Unlike the tr aditional method of 3ds Max
animation, Set Key mode gives you control over
what you key and w
hen. It a llows you to pose a