Introduction to Animation in 3ds Max 2009

Learn the fundamentals of animation and achieve greater results using a time-saving workflow effectively and learning the animation tools available in 3ds Max. Software required: 3ds Max 2008 and up (project files require 3ds Max 2009).
Course info
Level
Beginner
Updated
Oct 6, 2008
Duration
3h 3m
Table of contents
Introduction and Project Overview
Introduction to Animation in 3ds Max 2009
Overview of Max's Time Controls 10m Understanding Max's Time Configuration Dialog 5m Basic Ways to Set and Remove Keyframes in Max 10m Moving, Scaling, and Cloning Keys on the Trackbar 7m Adding Animation Offsets Using List Controllers 5m Working with Time Tags 3m Exploring the Dope Sheet 10m Working with Max's Curve Editor 10m Examining Max's F-curve Tangent Types via the Curve Editor 6m Cloning Keys and F-curves in the Curve Editor 6m Manipulating Tangent Handles 6m Modifying Tangent Handles for Moving Holds in Animation 2m Breaking the Continuity of Tangents for Weight and Impact 3m The Menus of the Track View 11m Using the Euler Filter to Correct Gimbal Flipping Issues 2m Ghosting Animation and Viewing Key Brackets 5m Working with the Parameter Curve Out of Range Dialog 4m Animating Seamless Cycles - Setting Keyframes 7m Animating Seamless Cycles - Tweaking F-curves 4m Creating Out of Range Keys 3m Working with the Motion Mixer Which Lets Us Edit Animation Quickly 9m Blending Animation Clips to Quickly Create Motion 10m Using Layered Animation to Create Movement Over Already Created Keyframes 8m Animating Along a Path 5m Utilizing Trajectories to Preview and View Animation 5m Working with the Link Constraint 5m Automating Animation with Expressions 4m Animating with Wired Parameters 3m Mapping Animation to Export Keyframes into a File 5m Collapsing Animation from the Track View-curve Editor 3m Outputting Animation for a Real-time Preview 4m Settings to Render Animations Our of 3ds Max 3m
Description
Course info
Level
Beginner
Updated
Oct 6, 2008
Duration
3h 3m
Description

Learn the fundamentals of animation and achieve greater results using a time-saving workflow effectively and learning the animation tools available in 3ds Max. Contains over 3 hours of project-based training for artists new to animation. Popular highlights include: Overview of Animation Tools in Max; Manipulating Animation with Curve Editor; Methods for Fine-tuning Animation; Ghosting Animation; Animating with Expressions; Wiring Parameters; Real-time Previewing; Cloning Key-frames; Exploring Dope Sheet; Path Animation; Layering Animation; Seamlessly Cycling Animation; Saving and Loading Animation; Trackbar Menu; Understanding Trajectories; Motion Mixer Overview; Creating Track Sets; Filtering F-curves; Scaling Keys in Time and Value; Breaking Continuity of Tangents for Weight; Animating with Link Constraint; Setting Default In and Out Tangents; Understanding the Time Configuration Dialog. Software required: 3ds Max 2008 and up (project files require 3ds Max 2009).

About the author
About the author

Delano works avidly as an animation author at Pluralsight. Starting his career at animation studios like Shilo, Delano has developed a strong passion for his talents. His animation and rigging background help him teach and create some of the most-watched training on Pluralsight.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hello and welcome to introduction to animation in three D. S. Max, presented by digital tutors. My name's DeLana when I'll be your instructor. Guiding you through the process of animating in max objective in this training is to understand the basics of animating within this software to grasp a solid foundation of its incredible animation tools, which must be attained before one can work at the utmost level, bringing in animated models and objects to life in an appealing wait. We'll start the training by covering everything from being mindful of animation in time settings to exploring the several ways Max allows us to set an edit. Key frames will cover a path animation and learn how to extract key frame data from procedural animation and optimize it, and even learned how to blend animation with other animations. Using time saving techniques, non linearly will cover. Max's robust animation layering system will dive into different track views like the F Curve editor and dope sheet for polishing motion, discuss techniques for seamlessly cycling animation and learn how to automate animation with expressions and wide parameters. We've prepared a ton of exciting information for you that I know will make the process of learning animation to Max and Enjoyable one. Would that let's say we go ahead and get started with an overview of Max's time controls.