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Part V: Animation and Rendering Basics



                           Position XYZ controller
                            The Position XYZ controller splits position transforms into three separate tracks, one for each axis. Each
                           axis has a Bézier controller applied to it, but each component track can be assigned a different controller.
                           The Position XYZ Parameters rollout lets you switch between the component axes.
                           The Rotation tracks use a variety of controllers, many of them common to the Position track. This section
                           lists the controllers that can be used only with the Rotation track.

                           Scale XYZ controller
                            Max has one controller that you can use only in Scale tracks. The Scale XYZ controller breaks scale trans-
                           forms into three separate tracks, one for each axis. This feature enables you to precisely control the scaling
                           of an object along separate axes. It is a better alternative to using Select and Non-Uniform Scale from the
                           main toolbar because it is independent of the object geometry.
                           The Scale XYZ Parameters rollout lets you select which axis to work with. This controller works the same
                           way as the other position and rotation XYZ controllers.
                           Summary


                           Using the Animation ➪ Constraints menu, you can apply constraints to objects. This menu also lets you
                           select a target object. You can use the various constraints to limit the motion of objects, which is helpful as
                           you begin to animate. If you’re an animator, you should thank your lucky stars for controllers. Controllers
                           offer power flexibility for animating objects—and just think of all those keys that you don’t have to set
                           by hand.
                           This chapter covered the basics of using the Expression controller. Using mathematical formulas to control
                           the animation of an object’s transformation and parameters offers lots of power. You also can use the values
                           of one object to control another object.
                           In this chapter, you accomplished the following:
                               l  Constrained an object to the surface of another object using the Attachment and Surface
                                  constraints
                               l  Forced an object to travel along a path with the Path constraint
                               l  Controlled the position and orientation of objects with weighted Position and Orientation
                                  constraints
                               l  Shifted between two different controlling objects using the Link constraint
                               l  Followed objects with the LookAt constraint
                               l  Learned about the various controller types
                               l  Discovered how to assign controllers using the Motion panel and the Track View
                               l  Saw a few examples of using controllers
                           In the next chapter, you learn to final render a scene so you can have some output to hang on Mom’s fridge.











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