Bouncing a ball on an
uneven surface can cause changes of direction. In this lesson, you
use a point helper to control those changes, making the animation
easy to edit.
Open the scene:
- On the Quick Access toolbar, click (Open File), navigate to
the \scenes\animation\auto_key folder, and
open bouncing_chaos_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
The scene is the bouncing
golf ball from the previous lesson. The plane has a texture that
suggests a tile floor with recessed grooves for the grout. Uneven
surfaces such as asphalt, tiles with grout, and so on, can make
a bounce take off in unexpected directions.
You will retain the bounces,
but remove the forward motion and replace that with changes of direction
in X and Y.
Remove the motion in X and Y:
- Select the ball, right-click
it, and choose Curve Editor from the quad menu.
TipIf the tracks and
curves don’t appear when the Curve Editor opens, pan in the controller
window at the left until you see them, then click to highlight the
position tracks.
- Highlight the X Position track. Drag
to select all keys in the curve window, and then press Delete.
Now the ball bounces
in place, with no forward motion.
- Highlight the Y Position track, and delete
all its keys as well.
- Close the Curve Editor.
Now you want to add more
“chaotic” motion to the ball: When it strikes the face of a tile,
it should continue in the same direction, but when it strikes a
groove with grout, it should change its direction.
You could animate this
lateral motion using the ball itself, but a better method is to
use a helper object: With this method, the helper animation is independent
of the ball and its bounce track, so if you later need to change the
lateral motion, you can do so without affecting the bounce.
Create a Point helper to control the
ball:
- On the Create panel, turn on (Helpers), then in the Object
Type rollout, click to turn on Point.
NoteMany animators use
the Dummy helper instead of Point. The advantage of using a Point
helper is that you can adjust its size without having to scale it.
Scaling a helper in a hierarchy will affect its children objects:
This is an effect that usually you want to avoid.
- Click (Maximize Viewport Toggle)
to display all four viewports.
- If you are not at frame 0, click (Go To Start).
- In the Top viewport, click near the golf
ball to create the Point helper.
- On the Point helper’s Parameters rollout,
click Box to turn it on, and then change the size of the box to 40.
- On the main toolbar, click (Align), and then click the
ball.
- In the Align Selection dialog Align Position (Screen)
group, turn on X Position, Y Position, and Z Position. Then choose
Center for both Current Object (the Point helper) and Target Object
(the golf ball).
- Click OK to close the Align dialog.
Link the ball to the Point helper:
- In the Top viewport, zoom in to get a better
view of the ball and the helper.
- On the main toolbar, turn on (Select And Link).
- Select the ball, then drag to the box
of the Point helper, and release the mouse.
Now the ball is a child
of the Point helper: When you move the point, the ball will follow
along.
- Move the Point helper.
The ball and its trajectory
both follow the Point.
- Undo the Point helper movement.
Animate the changes in direction:
To make the ball move
erratically, you want to give it lateral motion (via the Point helper)
every time the ball hits the ground. If the ball hits a tile, it
should continue forward. If the ball hits grout, it should change
direction.
It’s easiest to move
the Point in the Top viewport, while you watch the effect in the
Perspective viewport.
- In the Top viewport, click (Zoom Extents) so you can see
all of the floor, once again.
- Turn on (Auto Key).
- Drag the time slider to frame 10. This
is the first frame where the ball touches down.
- In the Top viewport, move the Point along
its X-axis, forward about one tile. The ball should land on a tile.
- Drag the time slider to frame 37. Move
the point along its X-axis again, about one and a half tiles. This
time, the ball should land on grout.
- Drag the time slider to frame 59. At
this frame, move the ball in both X and Y, to the right and onto
grout again.
- At frame 81, change the ball’s direction
once more, so it moves to the left.
- By now, you should have the general idea.
Move the time slider from one floor-contact frame to the next. After
frame 81, these frames are 101, 117, 134, 147, 160, 173, 183, 193,
202, 219, 226, and 230.
Keep the ball moving
laterally in the same direction if it lands on a tile, and change
the lateral direction if it lands on grout.
Here is how the completed
scene looks, after animating the helper:
Save your work:
- Save your completed scene as my_chaotic_bounce.max.
To see a completed version
of the chaotic bounce, you can open the scene, bouncing_chaos_completed.max.
You can also play the
movie chaosbounce.avi to
see a rendered version of this animation.
Summary
This tutorial introduced
several basic techniques of animating with Auto Key:
This tutorial also introduced
you to some of the general principles of animation:
- Mass Making
an object behave as if it has weight, perhaps based on real-world
observation, greatly increases the realism of an animation.
- Ease In, Ease Out Having
a motion begin a bit slowly, then slow again when it comes to an
end, in many cases also increases realism. Auto Key creates ease-in/ease-out
timing by default. In some cases, as you saw, this isn’t the best
solution. When a ball rebounds from a hard surface, the motion should
be fast.
- Squash and Stretch Objects
stretch out as they travel, and squash when they are stopped. You
can exaggerate this effect, whether for a ball or a character, and
still have a successful animation.