Title: Modeling and Animation
1Modeling and Animation
2Creating a Skeleton
- Maximize Front View.
- Click on Create , Systems and Bones.
- Turn off Create End Effector.
- Turn on Assign to Root.
- Click left and drag four times, and click right
to finish. - Make the knee slightly bent.
- Name Bone01 Bone04 Hip, Thigh, Shin and
Foot.
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4Hip
Thigh
Shin
Foot
5Create End Effectors
- Select the Foot bone and go to the Motion tab
in the Command Panel. - In the End Effectors section, press Create.
- Select the Shin bone and go to the Motion tab
in the Command Panel. - In the End Effectors section, press Create.
6Creating a Dummy for Manipulating the End
Effectors
- Click on Create and Helpers and Dummy and
draw a dummy object near the foot. - Use the Non-Uniform Scale option on the Main
Toolbar to lengthen the dummy to match the foot. - Move the dummy to a position enclosing the foot.
- Name the dummy End Effectors Dummy.
7Linking a Dummy to the End Effectors
- Select the Foot bone. Go to the Motion tab on the
Command Panel. - Press the Link button under End Effector
Parent. Then click left on the End Effector
Dummy. Do the same thing for the Shin bone. - This is a special type of parenting, not the same
as you get from using Schematic View to do
parenting. - Now when you translate and rotate the End
Effector Dummy you will be simultaneously moving
both the Foot and Shin end effectors.
8Setting the Joint Limits
- Select the Shin bone.
- Select Hierarchy and IK on the Command Panel.
- Notice that the Y axis is Active in the
rotational joints section. - The Shin joint can only rotate around its X axis.
- Check Limited and set the joint limits to -25
25. - Notice the little lock icon near the Shin joint.
9Setting the Solution Range
- Click on the Time Configuration button (lower
left of Maxs window) and set the active time
segment to 0200. - Select the Shin bone and go to the Motion tab
in the Command Panel. - Set the solution range to match the active time
segment 0200.
10Human Skeleton
System 3
Pelvis (Root)
System 1
System 2
11Skin Modifier
- Use Create and Geometry on the Command Panel
to create a vertically oriented cylinder at the
World Space origin. - Set height to 100, radius to 20 and height
segments to 20. - Click on Create , Systems and Bones.
- Turn on Assign to Root.
- Click left and drag two times, and click right to
finish, drawing a thigh and shin as you do so. - Use Select and Move on the main toolbar to move
the bones to pass through the center of the
cylinder.
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13Linking Skin and Bones
- Select the cylinder and use Modify and More
on the Command Panel to give the cylinder a Skin
modifier. - Click on Add Bone and select Bone02.
- Click on Add Bone and select Bone03.
- Use Select and Move to move end effector (blue
cross). - Notice how the cylinder changes shape.
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15Adjusting the Influence Envelopes
- Press the Subobject button and notice that the
envelope of one bone appears. - Select either one of the bone envelopes by
clicking on its name in the Parameters section
of the Command Panel. - Drag a box around one of the diamonds defining
the envelop to select the diamond. - Move the diamond around and see how changes in
the envelope lead to a change in geometry.
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17Free Form Deformation
- Activate and maximize the Perspective viewport.
- Click right on Perspective and select
Wireframe. - Click on Create and Geometry on the Command
Panel and create a sphere at the World Space
origin. - Click on Modify and More on the Command Panel
and select FFD(box). - Use the Set number of points button to select 5
points along the width. - Press Subobject and All Z and click left on
one of the vertices along the front face of the
grid. - Use Select and Move on the Main Toolbar to drag
out a column of grid vertices away from the
sphere.
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19Morphing
- Use Create and Geometry on the Command Panel
to create a sphere in the Top viewport. - Use Edit and Clone on the Main Menu to make a
copy. - Use Select and Move to move the copy to the
right. Name it Up Target. - Likewise, make one more copy further to the
right, and name it Down Target. - Go to and maximize the Front viewport.
20Applying a Morpher Modifier
- Select the original (Sphere01) and use Modify
and More on the Command Panel to apply a
Morpher modifier. - Scroll down the parameters rollout and press the
Channel 1 button, currently empty. - Press Pick Object from Scene under Channel
Parameters and select the Up Target to assign it
toe Channel 1. - Likewise, assign the Down Target to Channel 2.
21Editing the Morph Targets
- Select the Up Target and press Subobject on
the Command Panel. - Use Select and Move on the Main Toolbar to move
a group of vertices upward. Unpress Subobject
on the Command Panel. - Select the Down Target and press Subobject on
the Command Panel. - Use Select and Move on the Main Toolbar to move
a group of vertices downward. Unpress Subobject
on the Command Panel.
22Applying and Animating the Morph Targets
- Select Sphere01 and press Reload All Morph
Targets on the Command Panel. - Vary the spinners on Channels 1 and 2 and observe
the effect on Sphere01. Reset the spinners to
zero. - Turn on the Animate button Move the time slider
to 50 and increase the Channel 1 spinner to 50. - Move the time slider to 100 and increase the
Channel 2 spinner to 100. - Play the animation and notice that the sphere
morphs up over 50 frames and morphs down over 100
frames. - Open Track View and examine the channel tracks.
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24The morph target channel values show up as tracks
in Track View.
25Space Warps
- Click on Space Warps on the Main Menu and
select FFD(box). - Drag out a 4x4x4 grid in the Perspective
viewport. - Press Set number of points on the Command Panel
and change to a 4x5x4 grid. - Press Subobject and All Z on the Command
Panel. - Use Select and Move on the Main Toolbar to drag
out two columns of grid vertices away from the
rest.
26Moving an Object Through a Space Warp
- Use Create and Geometry on the Command Panel
to create a sphere in the Top viewport, off to
the left of the FFD grid. - Press Bind to Space Warp on the Main Toolbar
and click left on the sphere, drawing a dotted
line over to the FFD grid. - Use Select and Move on the Main Toolbar to move
the sphere through the FFD grid. - Notice how the grid distorts the sphere as the
sphere moves through the grid.
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28Lights
- Directional Generates a family of light rays
that are all parallel to each other. (Sunlight). - Omni Generates a family of light rays radiating
out in all directions from a single point. (Bare
Light Bulb). - Spot An Omni light whose distribution is limited
to a cone. (Light Bulb with Shade). - Note Directional and Spot lights have free and
target versions. - Note By default, lights have no attenuation, but
attenuation parameters may be adjusted.
29Shadows
- Ray Traced Shadows
- Generated by ray tracing.
- Geometrically accurate.
- Sharp.
- Time consuming.
- Shadow Maps
- Generated by a projection operation.
- Varying levels of resolution.
- Not geometrically accurate.
- Soft.
- Fast.
30Cameras
- Free Camera
- A single object represents the camera.
- The camera object can be translated and rotated.
- Target Camera
- Two separate objects Camera and Target.
- The camera and target objects can be translated
but not rotated.
31Make the target a child of the moving face
object. As the face moves, the target will
automatically track the face.
Target
Camera
Target
32Motion Blur
- Temporal Antialiasing Makes fast moving objects
or quickly changing scenes appear to move or
change smoothly. - Object Motion Blur
- Works at the object level and is not affected by
camera movement. - Makes multiple copies of the object in between
frames and then rendering them together. - Image Motion Blur
- Smudges the object by creating a smearing effect
rather than multiple images. It considers camera
movement. - Image motion blur is applied after scanline
rendering is complete.