














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:
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.
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.