• 3ds Max

3ds Max animation basics

Get moving by learning to create keyframes to start animating geometry around the scene.  


Tutorial resources

These downloadable resources will be used to complete this tutorial:


00:04

Now,

00:04

let's take a look at how we can start to move

00:06

our objects around our scenes inside a three Ds max.

00:09

So we'll be talking about some animation.

00:11

Now, the animation controls as we spoke about before are down here on the bottom.

00:16

So you can see here we have a timeline

00:18

right now. It goes from 0 to 100 those are in frames.

00:22

So right now, we have 100 frames that we're looking at.

00:24

We also have a time slider up at the top that we can slide

00:28

and that lets us know what frame we're on out of how many,

00:31

if we go into the little clock here with the gear time configuration,

00:36

we can choose the frame rate that we're gonna be working at. So

00:39

we need to know how many frames per second we're going to be using.

00:43

So right now we're at 30. If you want to go to custom, you can change this

00:47

to say a film frames per second at 24

00:50

whatever you wanna do, I'm gonna go ahead and just leave it at 30

00:54

or you can set these

00:56

defaults

00:56

that will also change the start and end times we

00:59

can choose what we're going to see in the timeline,

01:01

we want to see frames and then also the playback speed,

01:04

we can also choose how long the timeline is.

01:07

So right now we're going from 0 to 1 22 we can set this back to 100 if we want to.

01:11

And now we've got 100 and one frames because we are starting at zero.

01:14

So once you have that the way that you want, you can say, OK,

01:17

now we can start moving our objects around the scene.

01:20

Now, there are a couple of different ways that we can go about this. We've got auto key

01:25

and set key.

01:26

So if we want to do it manually, we can use this set key method.

01:29

So we'll go ahead and click on that.

01:31

You can see the red indicator here and the red indicator around our viewport.

01:35

The first thing that I want to do is start to add some rotation

01:39

to the propellers.

01:40

So let's go ahead and click on the propeller itself and we want to

01:43

make sure that we are on a specific frame in this case frame zero.

01:47

And to set a key, you can see this little plus sign over here.

01:50

And this lets us know that the shortcut to set a key frame is K.

01:54

So we can either hit this button

01:55

or hit the K key.

01:57

Now, you can see here on that actual key frame. There are a few different colors.

02:01

Those indicate that we have key frames on the position, rotation

02:04

and scaling because we just hit the key button.

02:07

All right. So now we need to decide how long it's gonna take to go around one time.

02:11

And so let's say that

02:13

we want it to go pretty fast.

02:15

So I'm gonna say by frame five, we want it to be almost all the way around.

02:19

So I'm gonna go ahead and right. Click on this, we'll go into rotation,

02:22

open the options

02:24

and I wanna choose a Y rotation

02:27

and let's do 359

02:30

and then we'll go ahead and set a key.

02:31

So now you can see that rotating between zero and five,

02:35

it's rotating one complete revolution.

02:38

So in order to see this

02:39

and to be able to make the

02:41

propeller, keep going after frame five,

02:44

we're gonna go in and look at the curves for the animation.

02:46

We can access the curves by going to graph editors

02:49

and we're gonna choose the track view curve editor.

02:52

So here we can see our object

02:54

and we want to look at the rotation and specifically the Y rotation

02:58

and I wanna be able to see my curve. So I'm gonna come down here

03:01

and hit this button to frame

03:03

and you can see here is our Y rotation.

03:06

Now you can see the rotation happening from here

03:09

down to here.

03:10

And then you can see this dotted line.

03:12

This lets us know that the rotation value is going to stop. OK.

03:15

These are the values, this is the time when we get past this time,

03:19

the values are going to stop changing because we're past our key frames.

03:23

What we want to do is change the interpolation between these key frames.

03:27

So we want to make this a completely straight line

03:30

so we can use this button right here. Set tangents to linear.

03:33

That's gonna make it completely straight line from here to here.

03:36

Let's do the same thing up here.

03:38

And then what we want to do is change how 3d

03:41

Max treats these curves.

03:43

And so we're gonna hit this button right here, parameter curve out of range.

03:47

These curves are the out of range curves and we

03:49

want to change how three Ds Max treats those.

03:52

So we'll go ahead and click on that

03:54

and you can see there are a number of different options

03:56

and you can change the option based on coming in and coming out right now.

03:59

It's set to constant.

04:00

I'm gonna go ahead and change them both to linear, change to linear and say, OK.

04:05

And if we minimize this and play our

04:07

animation using the playback controls at the bottom,

04:09

you can see that it just keeps spinning.

04:11

So go ahead and add the same key frames for all of the other propellers,

04:14

you can offset them a little bit,

04:15

but you want the speed to remain pretty much

04:17

the same and then we'll come right back and

04:18

add some key frames to the drone so that we can start to fly it around our scene.

04:22

Now that we've got the propellers going,

04:24

let's add some key frames to the drone overall so that we can get it to take off and land

04:29

and let's say that we want it to land right here.

04:32

And so what I'm gonna do

04:34

is

04:35

work my way from the end.

04:36

So we'll go to frame 100

04:38

let's choose the drone and let's add a key right here.

04:42

So this is where we want it to end up.

04:45

Now, I'm gonna move it to where we want to start.

04:47

So let's drag all the way back to frame zero.

04:50

I'm gonna pull out a little bit

04:52

and let's go to move

04:55

and I'm just gonna kind of move it

04:57

back

04:59

over here and you can

05:01

put it wherever you want.

05:02

We can also add some rotation to it.

05:05

Let's say it's kind of

05:06

right back here.

05:08

I'm gonna also change the reference coordinate system to local.

05:11

OK? So let's say that's where it starts.

05:13

So we're on frame zero, we're gonna go ahead and set a key.

05:16

So if we were to scrub between these two, it would just slide across the ground

05:20

back to where it started.

05:22

But what we want to happen is we want it to take off, fly over and land

05:26

where we have it. So let's kind of pull out a little bit

05:29

and so it's gonna come to right there.

05:32

So let's have it take off and get to maybe around that high. So we'll say

05:37

by frame 20

05:39

let's make sure it's

05:40

kind of up high

05:41

and we'll go ahead and set a key.

05:43

We can play that through to check the speed,

05:48

ok?

05:49

And we don't want it to go down until it gets closer

05:53

to where it's gonna land.

05:56

So maybe

05:57

right around here.

05:59

So we'll go ahead and take it back up.

06:03

Soap comes up,

06:04

flies over

06:08

and lions.

06:09

Ok.

06:10

Now let's say that looking at this,

06:12

it's landing a little too quickly.

06:16

Well,

06:16

when you're working with key frames and you

06:18

want something to happen a little bit slower,

06:20

you can space those key frames out.

06:22

So we can actually select this keyf frame and we can move it and say, OK,

06:25

I'm gonna move it to frame 70

06:28

moving that heat frame out

06:29

will make it land a little bit slower.

06:34

Another cool thing that we can do is come over to the motion panel,

06:37

turn on motion paths

06:39

and say,

06:39

always show motion path and we can actually see the path that the stone is taking.

06:44

In addition, we can grab one of these points

06:47

and we can actually change the path.

06:49

How cool is that?

06:51

So let's say we wanted to take a little bit more of an arc path,

06:54

go back

06:56

and now we can have it do that.

06:59

So we're actually visually changing the path that it's flying along.

07:02

We can also go back into the graph editor.

07:04

We can see all of the motion here that's happening.

07:07

So for instance, the Y position,

07:10

Z position

07:11

X position and so forth, along with the rotation,

07:14

you can see the Z position

07:16

is

07:16

the ground right here

07:18

and the ground right here.

07:20

So if we want to change how this rises from the ground,

07:23

so we can change the timing or ease in and ease out by either dragging these

07:27

key frames around.

07:29

We can also do the same over here.

07:32

You can see we have a tangent handle.

07:34

If we wanted this to just plop down and kind of crash,

07:37

we could create a very sudden stop.

07:39

But what we want to happen is we wanted to kind of ease down.

07:42

So we'll leave that ease in there

07:46

and kind of frame this up a little bit more

07:48

back, kind of where we were

07:50

and scrub through and kind of see that

07:53

and let's get a little bit closer.

07:56

So now you can see our drone flying in and landing.

07:60

Let's go ahead and turn our motion paths off, go back to frame zero.

08:04

And now we can play our animation.

08:08

Obviously, we can smooth things out a little bit, we can change the timing

08:11

and you can do all of that within

08:13

the timeline and also within your curve editor.

08:16

So that's a quick look at working with animation

08:19

in three Ds max setting some key frames,

08:21

editing those key frames in some very basic ways

08:24

and getting our objects moving around our scenes.

Video transcript

00:04

Now,

00:04

let's take a look at how we can start to move

00:06

our objects around our scenes inside a three Ds max.

00:09

So we'll be talking about some animation.

00:11

Now, the animation controls as we spoke about before are down here on the bottom.

00:16

So you can see here we have a timeline

00:18

right now. It goes from 0 to 100 those are in frames.

00:22

So right now, we have 100 frames that we're looking at.

00:24

We also have a time slider up at the top that we can slide

00:28

and that lets us know what frame we're on out of how many,

00:31

if we go into the little clock here with the gear time configuration,

00:36

we can choose the frame rate that we're gonna be working at. So

00:39

we need to know how many frames per second we're going to be using.

00:43

So right now we're at 30. If you want to go to custom, you can change this

00:47

to say a film frames per second at 24

00:50

whatever you wanna do, I'm gonna go ahead and just leave it at 30

00:54

or you can set these

00:56

defaults

00:56

that will also change the start and end times we

00:59

can choose what we're going to see in the timeline,

01:01

we want to see frames and then also the playback speed,

01:04

we can also choose how long the timeline is.

01:07

So right now we're going from 0 to 1 22 we can set this back to 100 if we want to.

01:11

And now we've got 100 and one frames because we are starting at zero.

01:14

So once you have that the way that you want, you can say, OK,

01:17

now we can start moving our objects around the scene.

01:20

Now, there are a couple of different ways that we can go about this. We've got auto key

01:25

and set key.

01:26

So if we want to do it manually, we can use this set key method.

01:29

So we'll go ahead and click on that.

01:31

You can see the red indicator here and the red indicator around our viewport.

01:35

The first thing that I want to do is start to add some rotation

01:39

to the propellers.

01:40

So let's go ahead and click on the propeller itself and we want to

01:43

make sure that we are on a specific frame in this case frame zero.

01:47

And to set a key, you can see this little plus sign over here.

01:50

And this lets us know that the shortcut to set a key frame is K.

01:54

So we can either hit this button

01:55

or hit the K key.

01:57

Now, you can see here on that actual key frame. There are a few different colors.

02:01

Those indicate that we have key frames on the position, rotation

02:04

and scaling because we just hit the key button.

02:07

All right. So now we need to decide how long it's gonna take to go around one time.

02:11

And so let's say that

02:13

we want it to go pretty fast.

02:15

So I'm gonna say by frame five, we want it to be almost all the way around.

02:19

So I'm gonna go ahead and right. Click on this, we'll go into rotation,

02:22

open the options

02:24

and I wanna choose a Y rotation

02:27

and let's do 359

02:30

and then we'll go ahead and set a key.

02:31

So now you can see that rotating between zero and five,

02:35

it's rotating one complete revolution.

02:38

So in order to see this

02:39

and to be able to make the

02:41

propeller, keep going after frame five,

02:44

we're gonna go in and look at the curves for the animation.

02:46

We can access the curves by going to graph editors

02:49

and we're gonna choose the track view curve editor.

02:52

So here we can see our object

02:54

and we want to look at the rotation and specifically the Y rotation

02:58

and I wanna be able to see my curve. So I'm gonna come down here

03:01

and hit this button to frame

03:03

and you can see here is our Y rotation.

03:06

Now you can see the rotation happening from here

03:09

down to here.

03:10

And then you can see this dotted line.

03:12

This lets us know that the rotation value is going to stop. OK.

03:15

These are the values, this is the time when we get past this time,

03:19

the values are going to stop changing because we're past our key frames.

03:23

What we want to do is change the interpolation between these key frames.

03:27

So we want to make this a completely straight line

03:30

so we can use this button right here. Set tangents to linear.

03:33

That's gonna make it completely straight line from here to here.

03:36

Let's do the same thing up here.

03:38

And then what we want to do is change how 3d

03:41

Max treats these curves.

03:43

And so we're gonna hit this button right here, parameter curve out of range.

03:47

These curves are the out of range curves and we

03:49

want to change how three Ds Max treats those.

03:52

So we'll go ahead and click on that

03:54

and you can see there are a number of different options

03:56

and you can change the option based on coming in and coming out right now.

03:59

It's set to constant.

04:00

I'm gonna go ahead and change them both to linear, change to linear and say, OK.

04:05

And if we minimize this and play our

04:07

animation using the playback controls at the bottom,

04:09

you can see that it just keeps spinning.

04:11

So go ahead and add the same key frames for all of the other propellers,

04:14

you can offset them a little bit,

04:15

but you want the speed to remain pretty much

04:17

the same and then we'll come right back and

04:18

add some key frames to the drone so that we can start to fly it around our scene.

04:22

Now that we've got the propellers going,

04:24

let's add some key frames to the drone overall so that we can get it to take off and land

04:29

and let's say that we want it to land right here.

04:32

And so what I'm gonna do

04:34

is

04:35

work my way from the end.

04:36

So we'll go to frame 100

04:38

let's choose the drone and let's add a key right here.

04:42

So this is where we want it to end up.

04:45

Now, I'm gonna move it to where we want to start.

04:47

So let's drag all the way back to frame zero.

04:50

I'm gonna pull out a little bit

04:52

and let's go to move

04:55

and I'm just gonna kind of move it

04:57

back

04:59

over here and you can

05:01

put it wherever you want.

05:02

We can also add some rotation to it.

05:05

Let's say it's kind of

05:06

right back here.

05:08

I'm gonna also change the reference coordinate system to local.

05:11

OK? So let's say that's where it starts.

05:13

So we're on frame zero, we're gonna go ahead and set a key.

05:16

So if we were to scrub between these two, it would just slide across the ground

05:20

back to where it started.

05:22

But what we want to happen is we want it to take off, fly over and land

05:26

where we have it. So let's kind of pull out a little bit

05:29

and so it's gonna come to right there.

05:32

So let's have it take off and get to maybe around that high. So we'll say

05:37

by frame 20

05:39

let's make sure it's

05:40

kind of up high

05:41

and we'll go ahead and set a key.

05:43

We can play that through to check the speed,

05:48

ok?

05:49

And we don't want it to go down until it gets closer

05:53

to where it's gonna land.

05:56

So maybe

05:57

right around here.

05:59

So we'll go ahead and take it back up.

06:03

Soap comes up,

06:04

flies over

06:08

and lions.

06:09

Ok.

06:10

Now let's say that looking at this,

06:12

it's landing a little too quickly.

06:16

Well,

06:16

when you're working with key frames and you

06:18

want something to happen a little bit slower,

06:20

you can space those key frames out.

06:22

So we can actually select this keyf frame and we can move it and say, OK,

06:25

I'm gonna move it to frame 70

06:28

moving that heat frame out

06:29

will make it land a little bit slower.

06:34

Another cool thing that we can do is come over to the motion panel,

06:37

turn on motion paths

06:39

and say,

06:39

always show motion path and we can actually see the path that the stone is taking.

06:44

In addition, we can grab one of these points

06:47

and we can actually change the path.

06:49

How cool is that?

06:51

So let's say we wanted to take a little bit more of an arc path,

06:54

go back

06:56

and now we can have it do that.

06:59

So we're actually visually changing the path that it's flying along.

07:02

We can also go back into the graph editor.

07:04

We can see all of the motion here that's happening.

07:07

So for instance, the Y position,

07:10

Z position

07:11

X position and so forth, along with the rotation,

07:14

you can see the Z position

07:16

is

07:16

the ground right here

07:18

and the ground right here.

07:20

So if we want to change how this rises from the ground,

07:23

so we can change the timing or ease in and ease out by either dragging these

07:27

key frames around.

07:29

We can also do the same over here.

07:32

You can see we have a tangent handle.

07:34

If we wanted this to just plop down and kind of crash,

07:37

we could create a very sudden stop.

07:39

But what we want to happen is we wanted to kind of ease down.

07:42

So we'll leave that ease in there

07:46

and kind of frame this up a little bit more

07:48

back, kind of where we were

07:50

and scrub through and kind of see that

07:53

and let's get a little bit closer.

07:56

So now you can see our drone flying in and landing.

07:60

Let's go ahead and turn our motion paths off, go back to frame zero.

08:04

And now we can play our animation.

08:08

Obviously, we can smooth things out a little bit, we can change the timing

08:11

and you can do all of that within

08:13

the timeline and also within your curve editor.

08:16

So that's a quick look at working with animation

08:19

in three Ds max setting some key frames,

08:21

editing those key frames in some very basic ways

08:24

and getting our objects moving around our scenes.

Was this information helpful?