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Tradigital 3ds Max: A CG Animator's Guide to Applying the Classic Principles of Animation PDF

277 Pages·2011·50.49 MB·English
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Tradigital 3ds Max Tradigital 3ds Max A CG Animator’s Guide to Applying the Classic Principles of Animation Richard Lapidus AMSTERDAM • BOSTON • HEIDELBERG • LONDON • NEW YORK • OXFORD PARIS • SAN DIEGO • SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier 225 Wyman Street, Waltham, MA 02451, USA The Boulevard, Langford Lane, Kidlington, Oxford, OX5 1GB, UK © 2012 Elsevier Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher’s permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. Library of Congress Cataloging-in-Publication Data Lapidus, Richard. Tradigital 3ds Max: a CG animator’s guide to applying the classic principles of animation / Richard Lapidus. p. cm. Summary: “Applying the 12 basic principles of animation introduced by animation legends Ollie Johnston and Frank Thomas is now easier than ever. 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. 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, perfect for professionals and beginners alike”—Provided by publisher. Includes index. ISBN 978-0-240-81730-9 (pbk.) 1. Computer animation. 2. 3ds max (Computer file) I. Title. TR897.7.L376 2011 777'.7—dc23 2011032054 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81730-9 For information on all Focal Press publications visit our website at www.elsevierdirect.com Printed in the United States of America 11 12 13 14 15 5 4 3 2 1 Typeset by: diacriTech, Chennai, India Acknowledgments Acknowledgments When I first started thinking about writing this book, the last thing that I wanted to provide the reader with was a series of instructions which required extra plug-ins or scenes so complex that it couldn’t render. In addition, I wanted to avoid long detailed technical explanations which couldn’t be immediately applied to providing solutions. That really is the key to learning such a power program like 3ds MAX. Instead of merely learning a new tool by clicking through a tutorial, you need to understand along the way why things work the way they do. I’ve lost track of the number of professionals that have entered my classes looking for an explanation of how to go beyond the tutorials. In a nutshell… “it’s always just one button”. Many tutorials out there instruct the reader to make changes without an explanation of why it is being done. I’ve been developing my college credit classes over the last 15 by paying close attention to the problems that professionals were encountering in the field. Having the opportunity to work as a Certified Instructor in an ATC and as a college professor has been truly invaluable. Hopefully you will develop an understanding of a few new methods for animating within 3ds MAX, and the workflow for problem solving your own unique solutions. Special thanks to Chris Tedin for stepping in toward the end of this books production to coauthor several chapters. Murphy’s Law kicked in several times with family emergencies and a trip to hospital myself with a broken collar bone.   iixx About the Authors About the Authors Rick Lapidus, Author Rick started his art career with a BFA in Sculpture from Washington University. Having spent the last 25 years immersed in the 3d world using animation programs, his recent artwork is a synthesis between the sculpture and 3d visualization. Currently he is pursuing an MFA in Electronic Media at Governor State University. Rick started his career in 3d animation back in the early 90’s with the first 3d studio program. Currently working as an Associate Professor teaching 3d animation at Moraine Valley Community College. In addition to credit courses, Rick has been providing training to professionals in a wide variety of fields including Instructional Design, Broadcast, Interactive Media, Forensic Animation, Architectural Visualization, and Product Design. His basic philosophy of teaching is to approach each lesson from a problem solving standpoint rather than merely clicking through a tutorial.   xxii About the Authors Chris Tedin, Co-contributor Born in Sitka, Alaska, Chris Tedin started his career as a painter and sculptor. He has been working as an illustrator, graphic designer, and most recently as an art director in Chicago, Illinois. He has been teaching game design and animation for over 15 years. His students now work as animators and professional game designers at Blue Sky Studios, Digital Domain, Aardman/Sony, Microsoft, and as freelance independent artists. Many of his students are now college teachers themselves. He started in the early days with Strata StudioPro, then 3ds MAX version 1.0, Maya 2.0, Softimage 3.8, Houdini, before finally settling on Softimage XSI, beginning with version 4.0 Foundation. Chris still sculpts and paints and teaches part-time at Tribeca/Flashpoint Academy in Chicago.  xii About the Website About the Website Visit the companion website for Tradigital 3ds Max at www.tradigital3dsmax .com for the source files for many of the examples in this book and hands-on skill development to accompany the techniques and practical skills featured in the chapters!  xiii CHAPTER 1 Introduction to the Interface  and Seeing Animation in a  New Way Richard Lapidus After Completing This Chapter, You Will be Able To: • Start to develop the basics of visualizing animation in a 3d program. • Understand the different ways to create and control animation. • Have several choices in selecting and editing keys. • Control how you see and control motion. Every few years a study is done that correlates the benefits of playing computer games and improved learning skills. I will wholeheartedly agree that there are benefits that may include improving memory, problem-solving abilities, and motor skills. Unfortunately, the areas that generally need work have to do with visualization, perception of space, and a good sense of timing. The goal is to create a world in which the viewer will be drawn in Tradigital 3ds Max. DOI: 10.1016/B978-0-240-81730-9.00001-3 © 2012 Elsevier Inc. All rights reserved.  1 Tradigital 3ds Max FIG 1.1 and immersed with in the reality presented to them. As we journey through this book together, hopefully you will develop the skills or at least a basic understanding of how to start “perceiving” motion and using those skills to create animation. Anyone can create motion with keyframes, but a true animator will breathe life into a character and give it some level of realism relative to its own reality. As a starting point, we will cover some of the basic tools you need to control the 3d environment you are working in. Try to think of the first few chapters as a quick start to understanding the basic workflow of 3ds MAX. Instead of giving you a fully extensive explanation of every single icon and command to start, I want to “pull you in” and get you moving toward seeing how things work. The best analogy I can give you for not expounding for 10–15 pages of parameters is relative to learning how to drive a car. Although I know one or two people who have, most of us didn’t sit down and read the owner’s manual of a car before learning how to drive. The first thing I want you to do is change the user interface to look similar to the images in this book. The “dark” version, which is the default, is nice in a low-light environment, but it is hard to see the subtle changes to some of the interface as you work. 1. Start up 3ds MAX and go to the Customize Menu. Choose User Interface and select the AME Light Version. Hit OK to accept and the next time you start 3ds MAX, it will be the default color scheme. 2. Notice how some of the icons and parts of the interface have a yellow background or border. This indicates an active state. You should see the Select icon; create geometry and the perspective view as being currently active.  2 Introduction to the Interface and Seeing Animation in a New Way 3. Let’s start by maximizing the perspective view. There are actually three ways to do this. Those are with keyboard shortcut ALT+W, the min\max icon, or dragging the upper left corner of the viewport. You will find that there are usually three to five different ways to accomplish the same thing with the program. Command Panel with Create Tab Active FIG 1.2 Refer to Fig. 1.2 for steps 4–9 4. In the Command Panel, enable the Standard Primitive called teapot and drag out an object of about 30-unit radius. 5. Right click the screen or choose one of the selection modes. (If you don’t turn off Create mode, it is still active and you might endlessly be creating objects.) 6. Left click on the three select transform icons in the main toolbar and then finally on the Select and Move transform. Notice how the transform gizmo changes depending on if you are in Move, Rotate, or Scale mode.  3

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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 animatio
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