You are previewing Tradigital 3ds Max.
O'Reilly logo
Tradigital 3ds Max

Book Description

Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Features a robust companion web sites that include demonstrations, project files, links to further resources, available at www.tradigital3dsmax.com.

Table of Contents

  1. Cover
  2. Halftitle
  3. Title
  4. Copyright
  5. Contents
  6. Acknowledgments
  7. About the Authors
  8. About the Website
  9. Chapter 1: Introduction to the Interface and Seeing Animation in a New Way
    1. Start to develop the basics of visualizing animation in a 3d program
    2. Understand the different ways to create and control animation
    3. Have several choices in selecting and editing keys
    4. Control how you see and control motion
  10. Chapter 2: Working with Keys and the Dope Sheet
    1. Animate modifiers and limits
    2. Create clones
    3. Use the Set Key mode to jump to previously created keys
    4. Scale and offset ranges of keys in the Track Editor
  11. Chapter 3: How Do Living Objects Really Move?
    1. Set keys with the right tangent type
    2. Learn how to locate and identify the location of key frame information
    3. Use the Key Info of a keyframe to adjust the position of an object
    4. Use the Curve Editor to access curves
    5. Use the Parameter Curve Out-of-Range Types to create repetitive motion
    6. View and adjust the timing of an object’s motion
  12. Chapter 4: Deforming Objects Based on Motion and Relative to Other Objects
    1. Use World Space Modifiers and space warps
    2. Link and bind to space warps
    3. Create secondary motion using noise
    4. Use path deformation
  13. Chapter 5: Straightforward Animation with a Bones IK Rig
    1. IK (Inverse Kinematic) HI solvers
    2. Creating dummy helpers
    3. Linking objects
    4. Adding position controllers to move the main hip dummy
  14. Chapter 6: Using Ragdoll with Biped
    1. Create a shortcut to enable Ragdoll script and set up restrictions on Ragdoll character or biped
    2. Animate a biped and use layers to control the exaggerated motion of a fall
    3. Control the geometry for mass and simulation
    4. Create and save your own custom animated .bip files for mixing
  15. Chapter 7: Use of Overlapping Action, Weight, and Drag
    1. Set up a biped using the footstep method of animation
    2. Use layers to control the biped subtle motion of character
    3. Set Keys
    4. Utilize Weight
  16. Chapter 8: Indications of Speed and Directing Attention
    1. Load motions onto a biped using Motion Mixer
    2. Add and edit clips
    3. Create transitions
    4. Mix motion down onto a biped
  17. Chapter 9: Freeform Animation
    1. Create freeform motion with a biped while using a variety of anchors
    2. Animate a character to navigate one or more obstacles
    3. Incorporate motion inherent adjusting weight
  18. Chapter 10: Deforming Objects with Bones—Skinning, Envelopes, and Vertex Weighting
    1. Place bones into mesh models appropriately for deformation
    2. Set envelopes with Skin Modifier and adjust falloff
    3. Adjust individual vertex weights using the Weight Editor
    4. Use more advanced deformers to create creases and bulges
  19. Chapter 11: Camera as an Integral Part of the Scene
    1. Smoothly move a camera in your scene with path constraints
    2. Use depth of field for more realism
    3. Consider the line of action when using multiple cameras
    4. Use a background image
  20. Chapter 12: Head and Eye Animation
    1. Animate the head and eyes in a natural manner
    2. Interpret meaning in eye movements
    3. Be able to animate eyelids in a naturalistic way
    4. Express emotion by animating the head, eyes, eyelids, and eyebrows
  21. Chapter 13: Secondary Motion and Breaking Joints
    1. Tail Wag
    2. Cloth
    3. Spring Constraints
  22. Chapter 14: Animating with the Morph Modifier
    1. Use the three states of animation: anticipation, action and reaction
    2. Add weight to a character
    3. Animate with the Morph Modifier
  23. Chapter 15: Tricks for Automating Motion and Controlling Timing
    1. Create a link setup using multiple objects
    2. Use a Link Constraint to weigh between multiple objects
    3. Use an Attachment Constraint to have an object stick to another object’s surface
    4. Link to world for free-form animation between links
    5. Without linking, get the hands of a biped to move with another object
  24. Chapter 16: Animated Visibility
    1. Animating an object out of view with the step-key tangent
    2. Animating parametric slicing
    3. Animating Slice Modifier
    4. Growing an object over time with an animated extrude
    5. Animating a gradient ramp
  25. Gallery
  26. Index