
Using Set Key Mode
The Set Key animation system is designed for the professional character
animator who wants be able to try out poses and then commit those poses to
keyframes intentionally. It can also be used by any animator to set keys on
specific tracks of objects. This way of working allows more control than the
Auto Key method, because it gives you the chance to try out ideas and discard
them quickly without having to undo work. It lets you transform objects and
selectively key certain tracks on certain objects through the use of Key Filters
and Keyable tracks in Track View.
NOTE
Although the following information uses the example of animating a
character, it also applies to animating a complex mechanical assembly.
Straight-Ahead and Pose-to-Pose
Traditional animation is created one of two ways, either straight-ahead
animation or pose-to-pose animation. Straight-ahead animation is drawn
starting from the beginning and then additional frames are drawn sequentially
thereafter, moving straight ahead in time. Pose-to-pose animation is created
by drawing the important frames first, (extremes and breakdowns), and then
the intervening frames are filled in later.
Once a character has been correctly drawn for a specific frame, pose-to-pose
animation requires that all the keyable tracks needs to be keyframed. This
creates a pose of the character that will not be affected if animation for the
character is edited at other points in time. If all the animatable tracks are keyed
in the extremes, the in-betweening work will not destroy any of those poses.
Set Key and Pose-to-Pose Animation
The number of objects and tracks that require keying for a character, even a
simple character, is not something that can be easily handled manually. Set
Key makes this process easier by listing all the tracks that are parts of the
character that have to be keyed when you want to fix a pose and create a
snapshot in time. Keyable tracks let you determine which tracks can be keyed,
then Key filters let you work on them selectively, placing keys on only the
tracks you want.
Differences Between Set Key and Auto Key Modes
Set Key mode differs from Auto Key in a number of ways.
3086 | Chapter 15 Animation
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...