Set
Key mode is an animation mode in 3ds Max that allows you to try
out different poses on a character or hierarchy, and then use those poses
to create keys on selected tracks.
It differs from Auto
Key mode, where every transform and each change to an object’s animatable
parameters will result in animation. In Set Key mode, you have to
take an action (clicking the Set Keys button) in order to set a
key. Nothing happens automatically.
Mechanical, forensic,
and industrial animators might find that Set Key animation provides
a precise and deliberate workflow to use instead of Auto Key mode.
This example uses a simple
chess set and the quickest possible checkmate, a four-move game,
to illustrate a typical Set Key workflow.
The moves you will animate
are:
- White king-side knight’s pawn moves ahead
two squares.
- Black king’s pawn moves ahead two squares.
- White king-side bishop’s pawn moves ahead
two squares.
- Black queen moves diagonally to checkmate
White king.
In this tutorial you
will learn how to:
- Turn on Set Key mode.
- Use keyable icons in Track View.
- Use key filters.
- Create keys using Set Keys, and use its
keyboard shortcut.
- Move a pose in time.
Skill Level: Beginner
Time to complete: 20
minutes
Preparation for This Tutorial
- If you have not already downloaded the
tutorial files (MAX scenes and other assets), download them now
and unzip them into a project folder called \Autodesk 3ds Max 2011 tutorials. See
Where to Find Tutorial Files.
- On the Quick Access toolbar, click (Project Folder) and set
your current project to Autodesk 3ds Max 2011 Tutorials.
Set up the scene:
Use Set Key mode to move your pawns:
- Turn on (Toggle Set Key Mode).
The Set Key Mode toggle
turns red, as does the time slider background and the active viewport
outline.
- In the Perspective viewport, select the pawn in front of
the white knight at the lower-right corner. If the transform gizmo
isn't already displayed, right-click and choose Move from the quad menu.
First, you will set a
key to keep the pawn in place at frame 0.
- Click (Set Keys).
The button turns red
for a moment. A key appears at frame 0 on the track bar.
NoteThe Set Keys button
also works in Auto Key mode.
- Drag the time slider to frame 10.
- Using the transform gizmo, move the pawn ahead two
squares.
- Click (Set Keys) to set a key
at frame 10.
A key appears in the
track bar at frame 10.
Now you'll animate the
first move by the Black side.
Animate the Black king's pawn:
- Go to frame 20.
- Select the Black king's
pawn.
- Press K on
the keyboard. This is the shortcut for the Set Keys button.
A key appears in the
track bar for the Black pawn.
- Drag the time slider to frame 30.
- Move the pawn ahead two
squares.
- Drag the time slider to frame 35.
The pawn jumps back.
The reason the pose was
discarded is because you didn't set a key at frame 30. This is an
important difference between Set Key and Auto Key. By doing this
lesson, you just learned that if you don't set keys while using Set
Key, you cannot retrieve your work.
- Drag the time slider back to frame 30
and move the pawn into place
again.
Press K again to set the key.
- Play the animation.
The White pawn moves,
and then the Black pawn moves.
Animate the bishop's pawn:
- Select the White king-side
bishop’s pawn and go to frame 40.
- Press K to
set a key.
- Go to frame 50. Now move the pawn two squares ahead
and press K again.
Move a pose in time:
You might get a pose
completely set up, only to discover that you are on the wrong frame.
There’s a simple trick that lets you move the pose to another frame
in time.
- At frame 50, select the Black queen,
and press K to set a key.
- Drag the time slider to frame 55.
- Move the queen diagonally
four squares. Use the corners of the transform gizmo to move in
both X and Y at the same time.
TipBefore moving the
queen, arc rotate the viewport so you can see the transform gizmo
corners. You can also press + on
the keyboard to enlarge the gizmo.
Let’s say you realize
you need this pose to happen at frame 60, not frame 55. Here’s what
you do.
- Right-click the time slider frame indicator
(it reads 55/100) and drag to frame 60.
Now you are at frame
60, and the queen hasn’t jumped back to the previous position.
- Click (Set Keys) or press K to set a key.
Set keyable tracks and key filters:
You’ve seen how to use
Set Key in its simplest form. Now you’ll add a level of complexity
by selectively determining which tracks will be keyed.
The Black queen has the
White king in checkmate. Traditionally the king is knocked over
to end the game.
You’ll set the Keyable
tracks so that you can animate the rotation of the king, along with
its X and Y positions, but not its Z position. You don't want the
king dropping through the board.
NoteWhen using Set Key
animation, it’s useful first to determine which tracks will be keyed
and which won’t. In simple transforms this isn’t crucial, but if
you’re using Set Key to keyframe materials or object parameters,
this is extremely important. If you don’t define which tracks are
keyable, all the animatable material or object parameters will receive
keys when you click Set Keys.
- Select the White king, then
right-click and choose Curve Editor from the quad menu.
The Curve Editor dialog
is displayed, with the King’s tracks displayed at the top of the
controller window at the left of the dialog.
- On the Track View toolbar, click (Show Keyable Icons).
The tracks for the White
king show red “keyable” icons in the controller window.
- Click the red icons next to the Z position
track and the Scale track.
The icons turn black
to show they are inactive.
Now you will not be able
to key the Z position or the scale of the king. You can still key
the rotation and the XY position tracks for the king.
If you want to key the
rotation and the position tracks individually, you can use the Key
Filters.
- Go to frame 75 and with the White king
selected, press K.
This creates a position
and rotation key at frame 75.
- Go to frame 90, then click (Key Filters). This button is
to the right of the Set Key button.
- On the Set Key Filters dialog, turn off
everything except Position.
- Close the Set Key Filters
dialog.
- Go to frame 100, then move the White
king off the board to the left. Rotate the king so it is
on its side, then click (Set Keys) to create a key.
- Play the animation. The
White king moves off the board, but doesn’t rotate, since Key Filters
did not allow the rotation track to be keyed.
- Click (Key Filters) and turn Rotation
back on, then close the dialog again.
- Go to frame 100, rotate the White king, and
then set a key.
TipIf you want to replace
a key with a different one, delete the key in the track bar, then
use
(Set Keys) again to set
a new key. Set Keys doesn’t automatically replace a key that has
already been set.
- Play the animation. Now
the rotation has been keyframed.
- Save your file as mycheckmate.max.
You can open quickest_checkmate.max to compare
with your file.
Summary
In this tutorial, you
have learned to use Set Key animation. You've learned how to create
keyframes with the Set Keys button, set Key Filters, and make tracks
keyable in Track View. You will find it useful to apply these lessons
to animating complex structures.