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Software
: 3D Studio Max
Tutorial : Creating a grave stone
Step 1.
Boot 3DS max.
Step 2.
Create a sphere in the left viewport by clicking
a. Select the create tab
b. Select the Geometry button
c. Select create sphere
Move you sphere up a few units so its above the centre axis like below
...
You should have something like this ...

Step 2.
a. Turn on key framing by clicking the Auto Key button

b. Move the time slider to 30 frames

c. Move your sphere in the left viewport to the right and down a little
(this keyframe represents the balls highest point after its first bounce),
you should have something like this...

d. Leave Auto key turned on and move to 15 frames on your time slider

e. Now move you sphere down to the base line you should have something
like this ...

Step 3.
If you click play now, you'll notice your ball will swoop down and swoop
back up whilst moving towards the right in the left viewport, the only
problem with this is it doesnt look much like a ball bouncing. To correct
this click the track view button located to the left of the time slider.

You should then be presented with a screen like this ...
The blue line
-- Represents the balls vertical motion.
The green line
--Represents
the balls forward motion.
The red line
-- Represents the balls horizontal motion ... note this line is straight
as the ball is only moving forwards and up and down not left/right.
Click the node to the left labeled Z position you should have somthing
like this :

Now click the first point on the graph this will display the points
handles ... like this ...
Extend the handle towards the right ...

Now select the far right point and drag the handle towards the left
... like this ...

Now for the middle point .... select this and instead of extending the
handles away from the point make them as small and as close to the point
as you can ... like so ...
Close the track view and play your animation you should have a ball
that bounces like a real ball rather than the original swooping motion
...
Now try moving to frame 60 and animating the second bounce, using the
steps described above.
Result :

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