Wednesday, 16 June 2010

Animation

There are 2 different forms of animation in 3D studio Max, these are Key-Framed animation and Parameter/Procedural animation.

-Key-Frame animation is using key frames much like flash software. You can selected auto key then move the key mark along the time line, them change the position of objects at different keys. The computer will then fill in the motions of movement between these keys creating a fluid animation.

-Parameter/Procedural animation is different, here you set parameters on what moves and when, this included foot the foot step animation, here you can set the amount of foot steps you would like and then auto key the inactive steps and the computer will automatically get your character doing basic walking cycles. Parameter animation is also used for fog and rain effects, these would allow you to insert set parameters such as speed and amounts.

To start my animation I created a free camera ( in the screenshot target is selected, ignore that), I chose a free camera because i have more freedom on the movement and focus than that of a target camera. I originally had a camera following a spline but due to turning issues I had to go with key frame animation on a free camera.




I then activated auto key and dragged over to a frame about the third of the way across the time line, i moved the camera above my castle and point it down wards and spun it 90 degrees. I then dragged across the time line again and moved the camera to the other side of the castle and spun it another 90 degrees so it was in up right positions.


I then moved on to making my character walk, this was using parameter/procedural animation. I selected my biped and went to the animation tab, then i selected "footstep mode".

After selecting "footstep mode" a new set of options appeared from these options I selected "create multiple footsteps..."



Pressing "create multiple footsteps..." opened a new window with foot step parameters, here you could change the amount of foot steps, stride length and many other variables. I made 50 foot steps then pressed ok.




After creating these foot steps I clicked "create keys for inactive footsteps" this finished the walking animation and created the key frames for all the step in the walking cycle.



I positioned each foot step on the stairs so my character would walk up the stairs and not through it, I used the select and move tool to put each step in the right position.




I then created a sky box and lighting so the rendered video would look a lot better and wouldn't have black backgrounds. To make the sky box i created half a sphere then deleted the bottom polygons leave the curved semi-sphere, i selected the semi-sphere and flipped it inside out so that my textures would appear on the inside. I then downloaded a panoramic view of a the sky and applied it to the inside of my semi-sphere. I used a target spot light and positioned it over my environment.



I then made the camera follow my character in as he walked up the stairs, then the camera zoomed up next to his head, I used the same key frame method as before. I then moved the camera from left to right to give the appearance of the character looking around.




I then rendered this animation out from the view of the camera into a video format.




I terms of contingency i made regular saves at different stages much like all my previous projects.

















Monday, 7 June 2010

Character Rigging

I would usually have to create and align a biped with the mesh, but due to the way I had built my character I had already aligned the biped with my character.

To rig my character to my biped I selected my mesh of my character I then went to the physique modifer.

From the physique rollout I selected "attached to node" this allowed me to select a biped to to attach my mesh to.

To select my biped I pressed "H" to pen the hierarchy window, here i selected "bip01" which was my bidped.


I then hit installize on the new window and that was it.




Rigging my character was a far simpler process then I had originally thought, because of this I didnt need to save the rigging process in stages, instead I did it in one go. After I rigged my character i copied the file across my 3 devices to keep the file safe if one of the other devices broke due to technical fault or weather damage.