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Sheshi Kumar Bellamkonda PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 1 BASIC ANIMATION BASIC ANIMATION BASIC ANIMATION BASIC ANIMATION When an Objects or attribute properties changes in relation to time, it is referred to as being animated. Maya provides a large selection of tools to help us animate the objects in their scene. Do these steps before beginning, select Window > Window > Window > Window > Settings/Preferences > Preferences. Settings/Preferences > Preferences. Settings/Preferences > Preferences. Settings/Preferences > Preferences.

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Page 1: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 1

BASIC ANIMATIONBASIC ANIMATIONBASIC ANIMATIONBASIC ANIMATION

� When an Objects or attribute properties changes in relation to time, it

is referred to as being animated.

� Maya provides a large selection of tools to help us animate the

objects in their scene.

� Do these steps before beginning, select Window > Window > Window > Window >

Settings/Preferences > Preferences.Settings/Preferences > Preferences.Settings/Preferences > Preferences.Settings/Preferences > Preferences.

Page 2: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 2

� Then shown PreferencesPreferencesPreferencesPreferences window.

� Click the Settings Settings Settings Settings category and set the Time Time Time Time option to Film (24fps )Film (24fps )Film (24fps )Film (24fps ),

so wer animation plays at the rate of 24 frames per second.

� Click the Save Save Save Save button.

� Select the Animation Animation Animation Animation menu set. (F2).(F2).(F2).(F2).

Playback

Controls

Time Slider Current Frame Number

Range Slider

Animation Start Animation End Playback Start Time Time

Time

Playback End Time

Page 3: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 3

Auto Key

Animation

Preferences

Script Editor

� Most animation systems use the frames as the basic unit of

measurement, because each frame is played back in rapid succession to

provide the illusion of motion.

� The frame rate that is used to playback an animation is based on the

medium that the animation will be played.

Ex: Film, TV, Video Game, etc……

� The Time Slider displays the playback range and keys we’ve set for a

selected object.

� The Playback Controls control animation Playback.

� The Animation Preference button displays a window for setting

animation preference settings such as the playback speed.

� The Range Slider controls the range of frames that play when we

click the play button.

Key Frame:Key Frame:Key Frame:Key Frame:

� When we set a key frame or key, we assign a value to an object’s

attribute.

Ex: Translate, Rotate, Scale, Color, etc………

� Go to frame 1.

� To create Ball, select Create > Polygon Primitives > Sphere. Create > Polygon Primitives > Sphere. Create > Polygon Primitives > Sphere. Create > Polygon Primitives > Sphere. Or click

on create sphere shortcut.

Page 4: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 4

� Place the ball above the grid.

� Still ball in selection mode, select Modify > Freeze Transformations.Modify > Freeze Transformations.Modify > Freeze Transformations.Modify > Freeze Transformations.

Page 5: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 5

� Move the ball in YYYY----axisaxisaxisaxis upto 10 units.

� Select the Ball, then select Animate > Set Key (s)Animate > Set Key (s)Animate > Set Key (s)Animate > Set Key (s).

Page 6: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 6

� This sets a key at frame 1 for all attributes.

� In the Time Slider, notice the red marker at frame 1. With the ball

selected, markers in the time slider indicate where we’ve set keys.

� Make sure that the Auto KeyAuto KeyAuto KeyAuto Key is on.

� And change the Translate-X &Y values as shown below.

FrameFrameFrameFrame TranslateTranslateTranslateTranslate----XXXX TranslateTranslateTranslateTranslate----YYYY

6 3 0

12 9 6

18 15 0

24 30 0

� Go to start frame and play animation.

� From the keys we’ve set Maya creates motion between the positions.

� By default, the animation plays in a loop from frame-1 to frame-24.

� We can drag(scrub) the mouse back and forth in the time slider to see

the animation play back and forth at the speed we drag the mouse.

Page 7: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 7

Graph Editor:Graph Editor:Graph Editor:Graph Editor:

For a more convincing animation, we need to bounce the more sharply

off the ground. We’ll use the Graphic Editor Graphic Editor Graphic Editor Graphic Editor to make in wer animation.

In the Maya Graph Editor, we can see a visual graph representation of

motion for scene objects. From here changes can be made to the key

interpolation and timing fro the ball bounce animation.

� With the ball selected, select Window > Animation Editors > Graph Window > Animation Editors > Graph Window > Animation Editors > Graph Window > Animation Editors > Graph Editor.Editor.Editor.Editor.

� The grid section of the Graph Editor shows a graph of the key motion

of the selected channel for the object through time .

� The value along the bottom of the window shows the Time Values or Time Values or Time Values or Time Values or

Frames.Frames.Frames.Frames.

� While the values from top to bottom along the left side represents

the AttributeAttributeAttributeAttribute ValuesValuesValuesValues for the selected channel.

� At each point on the curve, we can see the value of an attribute at a

particular time.

Page 8: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 8

� Hot key FFFF can be used to frame selected keys.

� Move / Move / Move / Move / W W W W can be used to move key frames up(increase value) /

down(decrease value) and left(increase time) / right(decrease time).

� Scale / E Scale / E Scale / E Scale / E can be used to scale selected key frames up / down and left

/ right. When scaling keys the selected position of the mouse is used

as the point the keys will scale from.

� The animation time can be refined a bit more by making a couple of

quick additional edits to the key tangents for the animation.

Page 9: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 9

� The setting applied to the tangents of the curve sets the overall

shape of the curve before and after each key.

� We can apply a tangent setting to one or more selected keys on the

graph, and in and out tangents can also have their own setting.

� Clicking one of these icons or applying a setting from the tangents

menu, changes the interpolation of the selected keys or tangent

handles.

� Spline TangentSpline TangentSpline TangentSpline Tangentssss creates smooth, natural motion.

� Clamped TangentClamped TangentClamped TangentClamped Tangents s s s are very similar to spline tangents. Clamped

tangents remove any overshoot that may cause sliding or slipping in

an object.

� Linear TangentsLinear TangentsLinear TangentsLinear Tangents create straight lines between keyframes, resulting in

a very sharp and direct motion.

� Flat Tangents Flat Tangents Flat Tangents Flat Tangents make the tangents completely horizontal.

� Stepped TangentStepped TangentStepped TangentStepped Tangentssss creates no interpolation between keys, so an

objects animated values do not change between key frames. Instead,

the animation appears to pop instantly from key to key.

Page 10: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 10

� Plateau Tangents Plateau Tangents Plateau Tangents Plateau Tangents create smooth curve between keyframes. However,

the overshoot that occurs with spline and clamped tangents is

eliminated, so the peaks of each curve do not go beyond the values we

set when we create the keyframes.

� We can change the shape of the curves by editing the tangents

directly.

1. Drag a selection box around the handle.

2. Press W W W W key to switch to the move tool.

3. Middle-mouse-drag.

� You’ll notice that as we drag upward on the tangent handle, the

dandle on the opposite side of the key moves downward maintaining

the shape of the curve through the key.

� We can break the tangents handle if we want a different interpolation

for the In In In In and Out Out Out Out Tangents.

1. Drag a selection around both handles.

2. Choose Keys > Keys > Keys > Keys > Break TangentsBreak TangentsBreak TangentsBreak Tangents to break the tangency of the

handles. The both IN and OUT tangents are colored

differently.

3. Drag a selection handle around any tangent, and MMB-drag.

� PrePrePrePre---- and PostPostPostPost----Infinity Infinity Infinity Infinity settings can be used to quickly create simple

repeating motions.

� Select the first key frame at frame-01 on the graph. The key should

highlight in yellow.

Page 11: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 11

� From the tangent type buttons at the top of the graph editor, hit the

FlatFlatFlatFlat----TangentTangentTangentTangent button to set the tangent for the key to Flat.Flat.Flat.Flat.

� Select the first key frame at frame-05 and frame-10 on the graph, hit

the LinearLinearLinearLinear----TangentTangentTangentTangent button to set the tangent for the keys to Linear.Linear.Linear.Linear.

Page 12: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 12

� The final ball bounce animation path looks as shown below.

Playblast:Playblast:Playblast:Playblast:

While animating, it is a good idea to get into the habit of making quick

preview renders to appraise the animation edits. Maya includes the

Playblast Playblast Playblast Playblast tool, which will create quick renders of the animation from the

current viewport.

� Right-click on the Time Slider and choose Playblast Options.

Page 13: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 13

� The Playblast options window will display, set the settings as shown

below. Then hit Apply / Playblast.Apply / Playblast.Apply / Playblast.Apply / Playblast.

Driven Keys:Driven Keys:Driven Keys:Driven Keys:

� Driven keys are keyframes that are driven by the attributes of another

object rather than time.

� Open respective scene that you want to animate using driven keys.

Page 14: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 14

� From the animation menu set, select Animate > Set Driven Key > SetAnimate > Set Driven Key > SetAnimate > Set Driven Key > SetAnimate > Set Driven Key > Set.

� Then the set driven key window opens.

� The upper part of the Set Driven Key window lists the driver objects

(there can be only one at a time) and its attributes.

� The lower part of the window lists the driven objects (there can be

more than one at a time) and their attributes.

� Select the Driver object (Handle) and click Load Driver Load Driver Load Driver Load Driver button.

Page 15: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 15

� Select the Driven object (Lower_Gear) and click Load Driven Load Driven Load Driven Load Driven button.

Page 16: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 16

� We need to create the first key to establish the starting position.

1. Select Handle and its rotate-Z attribute, Lower_Wheel and its

rotate-Z attribute.

2. Press Key Key Key Key button.

� Select the driver object and set its Rotate-Z value to 360.

� Select the driven object and set its Rotate-Z value to 360.

� Press KeyKeyKeyKey button to set a key.

� For reverse motion set the driver and driven rotation values as,

Driver rotation-Z -360

Driven rotation-Z -360

� Press Key Key Key Key button.

� For the remaining objects set values:

DriverDriverDriverDriver DrivenDrivenDrivenDriven

1.1.1.1. Lower Gear(rotate-Z) Upper Gear(rotate-Z)

0000 0000

360360360360 ----360360360360

----360360360360 360360360360

Page 17: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 17

2.2.2.2. Upper Gear(rotate-Z) Upper Wheel(rotate-Z)

0000 0000

360 360 360 360 360360360360

----360360360360 ----360360360360

DriverDriverDriverDriver DrivenDrivenDrivenDriven----1111 DrivenDrivenDrivenDriven----2222

3.3.3.3. Handle (rotate-Z) Cane (translate-X) Lower

Wheel(rotate-Z)

0000 0000 0000

360360360360 ----5555 360360360360

----360360360360 0000 ----360360360360

� change the value of the Handle on the rotate-Z axis.

� We’ll see that the both wheels, both gears and cane are on motion.

Page 18: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 18

Motion Path:Motion Path:Motion Path:Motion Path:

Motion paths in Maya are a great way to create natural arced

movement by constraining object movement along path.

� Select create > CVCurve Toolcreate > CVCurve Toolcreate > CVCurve Toolcreate > CVCurve Tool

� With the tool still selected, goto Front ViewFront ViewFront ViewFront View and hold down the

spacebar spacebar spacebar spacebar and select FrontFrontFrontFront from the marking menu.

� Place points with the CVCurve tool for the flight takeoff.

� We can change shape of the curve at any time.

� We’ll attach the Flight to follow the curve path by using Maya’s

Motion Path.

Page 19: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 19

� In the Animation Preference window set the Time SliderTime SliderTime SliderTime Slider as shown

below,

� Then select Save Save Save Save button.

� From the OutlinerOutlinerOutlinerOutliner, , , , with the mouse left-click select Master_Ctrl Master_Ctrl Master_Ctrl Master_Ctrl then

hold + left mouse button to select the curve.

Page 20: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 20

The order of selection for constrains is important in Maya. Object

selected first is constrained to the object selected last, when

applying the constrain.

� With both the objects selected ( ensure that the Animation menu set is

active ) go to the animate menu at the top of the maya interface and

select,

Animate > Motion Path > Attach To Motion PaAnimate > Motion Path > Attach To Motion PaAnimate > Motion Path > Attach To Motion PaAnimate > Motion Path > Attach To Motion Path Optionsth Optionsth Optionsth Options

� Attach to Motion Path OptionMotion Path OptionMotion Path OptionMotion Path Option window open, and there is many

options.set the following:

Time Range:Time Range:Time Range:Time Range:

Time Time Time Time SliderSliderSliderSlider: : : : This sets the object

To follow the curve path from

Time range the same as we set for

Time Slider in previous step.

So first frame will be 1 and end

frame will be 100.

Page 21: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 21

Start:Start:Start:Start:

This allows us to set the start

time but not end one. So first

frame will be 1 (i.e. our choice) and

end frame will be 100.

Start / End:Start / End:Start / End:Start / End:

We can set both start and end

Time / frames. So first frame and end

frame will be our choice.

Front Axis:Front Axis:Front Axis:Front Axis: This sets the axis the object will be facing when following

along the path.

Up Axis:Up Axis:Up Axis:Up Axis: This sets the axis the object up position will be facing when

following the path.

InversInversInversInverse UP: e UP: e UP: e UP: This sets the up axis to be inverted or Reversed.inverted or Reversed.inverted or Reversed.inverted or Reversed.

Inverse Front: Inverse Front: Inverse Front: Inverse Front: This sets the front axis to be inverted or Reversed.inverted or Reversed.inverted or Reversed.inverted or Reversed.

Bank:Bank:Bank:Bank: This sets the tilt / bend in object when following the path.

Page 22: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 22

� Here Flight model is facing negative x-axis in the view port , so set the

settings as shown below:

� Leave the rest of the options at default and hit AttachAttachAttachAttach button.

The Motion Path Options can be edited after connecting the model

to the curve. To edit the options after creating the Motion Path node,

select the Master_ctrl and open the attribute editor (ctrl + A ). Then

from the Attribute Editor, select the Motion Path1 tab to view the

attributes.

Page 23: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 23

Follow Path Objects:Follow Path Objects:Follow Path Objects:Follow Path Objects:

� We can make an object that has been attached to a Motion Path Motion Path Motion Path Motion Path

conform to the shape of the path using Flow Path Object.Flow Path Object.Flow Path Object.Flow Path Object.

� first select the object and then curve, select Animate > Motion Path Animate > Motion Path Animate > Motion Path Animate > Motion Path > Attach to Motion Path Options.> Attach to Motion Path Options.> Attach to Motion Path Options.> Attach to Motion Path Options.

� Attach to Motion Path Options window opens. In that set the settings

as,

Page 24: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 24

� The object attached to the curve.

� While the object is still selected, select Animate > Motion Paths > Animate > Motion Paths > Animate > Motion Paths > Animate > Motion Paths >

Flow Path ObjectFlow Path ObjectFlow Path ObjectFlow Path Object OptionsOptionsOptionsOptions

Page 25: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 25

� We can specify in the options whether the lattice covers the entire

curve or just the selected object.

� Here we selected the curve, this automatically generates a lattice

that matches the shape of the path.

Page 26: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 26

� To change the shape of the lattice into the shape of curve, increase

the S Division value.

Expressions:Expressions:Expressions:Expressions:

Expressions are program, like instructions we create to control keyable

attributes over time / another object attributes.

� To write an Expression, select Window > Animation Editors > Window > Animation Editors > Window > Animation Editors > Window > Animation Editors > Expression EditorExpression EditorExpression EditorExpression Editor.

Page 27: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 27

� Then Expression Editor Window opens.

� Open scene file (here Expression_Editor.ma )which we want to use

Expression Editor.

� Write an expression as,

Ft_L_Tyre.rotateX = Body.translateZ/(2*3.14*0.216)*360; Ft_R_Tyre.rotateX = Body.translateZ/(2*3.14*0.216)*360; Bk_L_Tyre.rotateX = Body.translateZ/(2*3.14*0.216)*360; Bk_R_Tyre.rotateX = Body.translateZ/(2*3.14*0.216)*360;

Page 28: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 28

Here, 0.216 � the radius of the tyre.

� To find the radius of the tyre, go to Create > Measure Tools.Create > Measure Tools.Create > Measure Tools.Create > Measure Tools.

� Left-mouse click at the both ends of the tyre, it’ll create 2 locators and

distanceDimention nodes. We can find these nodes in outliner.

� With this Expression whenever we move the Body of the car, tyres are

automatically rotates according to the translate value of the body.

Page 29: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 29

DEFORMERS:DEFORMERS:DEFORMERS:DEFORMERS:

With maya Deformers, we can quickly build

and animate deformed surfaces with a high

level of control.

Blend Shapes:Blend Shapes:Blend Shapes:Blend Shapes:

� A Blend Shape deformer uses one or more shapes / targets. These

targets are duplicates of the original model that have been modified

using a variety of modeling techniques.

� We create the Blend Shape Deformer by selecting the Targets Targets Targets Targets and

then the Original Original Original Original object, and selecting Create Deformers > Create Deformers > Create Deformers > Create Deformers > BlenBlenBlenBlendddd ShapeShapeShapeShape.

� The deformer controls consist of sliders, one for each blend shape

target.

Page 30: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 30

� We can animate blend shape from the input not at right below the

channel box or go to, Window > Animation Editors > Blend ShapeWindow > Animation Editors > Blend ShapeWindow > Animation Editors > Blend ShapeWindow > Animation Editors > Blend Shape.

And operate with the slider.

Page 31: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 31

LatticeLatticeLatticeLattice::::

A Lattice is a cube shaped cage that surrounds the object. When the points

of the Lattice are moved, the surface of the object becomes deformed.

� To create a Lattice, select the object and choose Create Deformers > Create Deformers > Create Deformers > Create Deformers > LatticeLatticeLatticeLattice

Or click Lattice icon

� A cage appears around the object. In the outliner, there are two new

nodes named ffd1Lattice ffd1Lattice ffd1Lattice ffd1Lattice and ffd1Baseffd1Baseffd1Baseffd1Base.

Page 32: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 32

� The Lattice is automatically sized and scaled to surround the

deformed object.

� We can change the Lattice strength by using the S, T, and U sliders.

� Right-click the Lattice applied to object and select Lattice point(s).

Page 33: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 33

� Use Move Tool Move Tool Move Tool Move Tool to move the Lattice points and deform the object.

Cluster:Cluster:Cluster:Cluster:

� Cluster add a node to manipulate translate, rotate and scale for a

group of component points as a group.

� Select the CV’s or Vertices you would like to group together.

Page 34: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 34

� Select Create Deformers > ClusterCreate Deformers > ClusterCreate Deformers > ClusterCreate Deformers > Cluster

� A small c c c c appears in the view port, and cluster1Handle node in the

outliner.

� Select the Move tool, and move the cluster around. The selected area

moves with the cluster.

Page 35: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 35

Ninlinear Deformers:Ninlinear Deformers:Ninlinear Deformers:Ninlinear Deformers:

The Nonlinear Deformers include the bend, flare, sine, twist, squash, and

wave deformers. The names of the deformers give a pretty good indication of

what they do. We can use nonlinear deformers in combination with each

other and with other deformers.

Page 36: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 36

Wave Deformer:Wave Deformer:Wave Deformer:Wave Deformer:

� The wave deformer creates a circular pattern of waves. Works better

for flat, horizontal objects.

� Create one plane with sufficient mesh. And select Create Deformers > Create Deformers > Create Deformers > Create Deformers > Nonlinear > WaveNonlinear > WaveNonlinear > WaveNonlinear > Wave

� The deformer appears as a single line.

Page 37: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 37

� Change the Amplitude around 0.05.0.05.0.05.0.05. the Amplitude increases the height

of the wave.

� To increase the number of waves, change the Wavelength value.

Page 38: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 38

� Change the OffsetOffsetOffsetOffset value to animate the wave.

Squash Deformer:Squash Deformer:Squash Deformer:Squash Deformer:

The Squash Deformer can both squash and stretch objects.

� Select the object and choose Create Deformers > Nonlinear > Create Deformers > Nonlinear > Create Deformers > Nonlinear > Create Deformers > Nonlinear > SquashSquashSquashSquash.

Page 39: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 39

� The squash handle appears as long as a long line with a cross at

either end.

� Change Factor Factor Factor Factor value to ----0000.4.4.4.4, to make it SquashSquashSquashSquash.

Page 40: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 40

� Change Factor Factor Factor Factor value to 0000.4.4.4.4, to make it StrechStrechStrechStrech.

Twist Deformer:Twist Deformer:Twist Deformer:Twist Deformer:

� Select the object(s) that you want to twist, and select Create Create Create Create Deformers > Nonlinear > Twist.Deformers > Nonlinear > Twist.Deformers > Nonlinear > Twist.Deformers > Nonlinear > Twist.

Page 41: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 41

� This deformer twists an object around a central axis. A new

twist1Handle node will appear in the outliner.

� We can specify the range of the effect of the deformer using low

bound and high bound values.

� By using start angle and end angle we can twist an object.

Page 42: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 42

Bend Deformer:Bend Deformer:Bend Deformer:Bend Deformer:

� Select object, and choose Create Deformers > Nonlinear > BendCreate Deformers > Nonlinear > BendCreate Deformers > Nonlinear > BendCreate Deformers > Nonlinear > Bend.

� In the channel box inputs, adjust its parameters as

Low Bound = 0

High Bound = 2

Page 43: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 43

� Change Curvature Curvature Curvature Curvature to make it bend.

FlareFlareFlareFlare DeformerDeformerDeformerDeformer::::

� Select the object, and choose Create Deformers > Nonlinear > Create Deformers > Nonlinear > Create Deformers > Nonlinear > Create Deformers > Nonlinear > Flare.Flare.Flare.Flare.

Page 44: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 44

� Allows us to taper a model at top or bottom with the four FlareFlareFlareFlare

parameters.

Start Flare Start Flare Start Flare Start Flare XXXX

Start Flare Start Flare Start Flare Start Flare ZZZZ

� And also to build it positively or negatively in the middle of the model

with the Curve Curve Curve Curve parameter.

Page 45: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 45

Sine Deformer:Sine Deformer:Sine Deformer:Sine Deformer:

� Creates a sinuous Sine wave-form deformation of model.

� Select object, and choose Create Deformers > Nonlinear > SinCreate Deformers > Nonlinear > SinCreate Deformers > Nonlinear > SinCreate Deformers > Nonlinear > Sin

� Change Amplitude Amplitude Amplitude Amplitude to increase the wave height.

� Change WavelengthWavelengthWavelengthWavelength to increase number of crests in a given space.

� Set the settings as,

Rotate-Z = 90

Amplitude = 0.15

Wavelength = 2

Page 46: Animation basics

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PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 46

� Change the Offset Offset Offset Offset to animate the sine wave.

Jiggle Deformer:Jiggle Deformer:Jiggle Deformer:Jiggle Deformer:

� A Jiggle deformer is a very simple way to add a jiggling motion to

deformed objrcts.

� Select the points or entire object you want to Jiggle.

� Select Create Deformers > Jiggle Deformer > OptionsCreate Deformers > Jiggle Deformer > OptionsCreate Deformers > Jiggle Deformer > OptionsCreate Deformers > Jiggle Deformer > Options.

� The Jiggle Deformer Options window appears.

� Click the Basic and Advanced tabs and set the creation options.

� Click create create create create to create a jiggle deformer.

� After play the animation to check the results.

Page 47: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 47

Wire Tool:Wire Tool:Wire Tool:Wire Tool:

� Select Create > Nurbs Primitives > CurveCreate > Nurbs Primitives > CurveCreate > Nurbs Primitives > CurveCreate > Nurbs Primitives > Curve.

� Select object, and choose Create Deformers > Wire ToolCreate Deformers > Wire ToolCreate Deformers > Wire ToolCreate Deformers > Wire Tool.

� First select the object and press enter. Then select curve and press

enter again.

� The resulting scene looks as,

Page 48: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 48

� Now we can change the shape of curve with the help of vertices.

� Select the object and rotate it to observer the animation (here

rotate-Z).

Page 49: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 49

Ghosting:Ghosting:Ghosting:Ghosting:

Ghosting will show a Ghost of the object during playback with the object

being shown at the position in the immediately preceding and following

frames.

� With the object selected, go to the animate menu and select Gost Gost Gost Gost

Selected. Selected. Selected. Selected.

Ghosting will display whichever display mode is currently active.

� It is usually easier to validate the timing in the wireframe display

mode.

Page 50: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 50

Current Position

Constraints:Constraints:Constraints:Constraints:

By using constraints we can constrain an objects rotation, translation and

scaling with another object.

Page 51: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 51

Point ConstrainPoint ConstrainPoint ConstrainPoint Constrain::::

� causes an object to move to and follow the position of a target

object or to the average position of several target objects. (The

objects orientation is not affected)

� This constraint is useful for having one object match the motion of

another without regard for its parent transform / orientation.

� We can also use this constraint to animate one object to follow a

series of targets by animating the constraint weight.

� Select parent object (Cube) then shift+select target object (Cone),

then Constrain >Constrain >Constrain >Constrain > PointPointPointPoint > Options> Options> Options> Options.

Page 52: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 52

� With Maintain Offset Maintain Offset Maintain Offset Maintain Offset is OffOffOffOff....

� With Maintain Offset Maintain Offset Maintain Offset Maintain Offset is On.On.On.On.

Page 53: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 53

Aim Constrain:Aim Constrain:Aim Constrain:Aim Constrain:

� The Aim Constrain Aim Constrain Aim Constrain Aim Constrain aligns the aim vector of

one object to follow the movement of a

target object(s).

� The Aim Constrain Aim Constrain Aim Constrain Aim Constrain is useful for lights and

camera.

� Select parent object (Cube) then

shift+select target object (Cone), then

Constrain >Constrain >Constrain >Constrain > Aim > OptionsAim > OptionsAim > OptionsAim > Options.

� With Maintain Offset Maintain Offset Maintain Offset Maintain Offset is OffOffOffOff....

� With Maintain Offset Maintain Offset Maintain Offset Maintain Offset is OOOON.N.N.N.

Page 54: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 54

Orient Constrain:Orient Constrain:Orient Constrain:Orient Constrain:

� The Orient Constrain Orient Constrain Orient Constrain Orient Constrain matches the orientation of the one object to

that of a target object without changing the constrained objects

position.

� This constrain is useful to make several objects orient in

synchronize.

� Select parent object (Cube) then

shift+select target object (Cone), then

Constrain >Constrain >Constrain >Constrain > OrientOrientOrientOrient....

Scale Constrain:Scale Constrain:Scale Constrain:Scale Constrain:

� The Scale ConstrainScale ConstrainScale ConstrainScale Constrain limits the scaling values of an object to the

scaling values of the target object.

� This constrain is useful for scaling all objects in a hierarchy at once

in accordance to the scaling changes applied to one object.

Parent Constrain:Parent Constrain:Parent Constrain:Parent Constrain:

� The Parent Constrain Parent Constrain Parent Constrain Parent Constrain useful for match both translate and rotate

(orientation) of objects.

� Simply it is a combination of both point and orient constrains.point and orient constrains.point and orient constrains.point and orient constrains.

Geometry Constrain:Geometry Constrain:Geometry Constrain:Geometry Constrain:

� The Geometry ConstrainGeometry ConstrainGeometry ConstrainGeometry Constrain restricts a constrained object to a surfacesurfacesurfacesurface,

curvecurvecurvecurve or meshmeshmeshmesh.

� Specifically, the objects rotate pivot point is constrained to the

target surface.

� It is similar to creating a motion path for an object; expect that the

object can move freely over the surface of the target geometry.

� If we add more than one object, the object is constrained to the

target surface that has the highest weight.

� If all the targets have the same weight, the target used is the one

with the lowest index.

� The target index indicates the order in which we selected the targets

during the constrain creation.

� The first target selected has the lowest index.

Page 55: Animation basics

Sheshi Kumar Bellamkonda

PIXELLOID STUDIOUS 3D Animation & Visual Effects || Training & Production Page 55

Normal Constrain:Normal Constrain:Normal Constrain:Normal Constrain:

� The NoNoNoNormal Constrainrmal Constrainrmal Constrainrmal Constrain limits the orientation of an object to the

normal of the constraining surface or mesh on which it travels.

� This constrain is useful for keeping an object perpendicular to a

surface, usually when the surface is deformed.

Ex: Ex: Ex: Ex: A ship sailing over a section of choppy water.

Target Constrain:Target Constrain:Target Constrain:Target Constrain:

� The Target ConstrainTarget ConstrainTarget ConstrainTarget Constrain limits the orientation of an object to the target

of the constraining curve (path) on which it travels.

� This constrain is useful for having an object follow a path’s

direction.

Ex:Ex:Ex:Ex: such as a roller coaster car following the tracks.