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The
position of the camera need not
be exactly as shown in the figure.
All that matters is that the starting
orientation and the ending one
should be different or there wont
be anything for 3D Studio MAX
( 3DS MAX ) to animate. Now that
we have set the keyframes for
both the starting and ending positions
of our camera, let's turn the
Auto Key off.
Click on Auto Key
again to turn it off. Always turn
Autokey off in 3D Studio MAX (
3ds max ) when you are not animating,
since it can result in accidental
keyframing. ok?
Save the scene
under the name 'level4-ball-animated.max'
Now play the
animation to see how it looks.
The ball bounces and at the same
time, the camera rotates. Now
what? Let's place two Omni lights
into the scene. You already learned
to create lights in 3D Studio
MAX ( 3ds max ). Right? Place
two omni lights and use the Place
Highlight tool to place
the highlights on the floor at
two different locations (at two
ends or one omni highlighting
the floor and the other highlighting
the ball). I'm giving you complete
freedom in choosing the light
positions. But the scene should
be adequately illuminated. Now
turn on shadows for both the lights
and set their color to a light
yellow. Look back into
light creation here if you
don't remember it. You can do
the render of any frame by pressing
Shift+Q after
dragging the Time Slider to the
desired frame. Here is the 3D
Studio MAX ( 3ds max ) rendered
image of the 30th frame of the
scene with shadows on. |
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| Rendering
an animation in 3D Studio MAX (
3DS MAX ) - Tutorial / Lesson |
In the next step, we are giong
to render the animation sequence
on to a file. If you haven't
created the ball bouncing scene,
following the instructions in
the previous pages, then you
may download the scene here
(chapl4-ball-animated.max).
The process is much similar
to the usual render that we
have already learned to do.
With the ball bouncing animation
scene opened in 3D Studio MAX
( 3ds max ), Click on Rendering
> Render from the
main menu, to bring up the Render
dailog box (or press F10). In
the dialog box, at the top,
in the Time Output section,
choose Active Time Segment
instead of the default option-
Single. The Active Time
Segment specifies 3D
Studio MAX ( 3DS MAX ) to render
the whole time segment which
consists of frames 0 to 50 in
our current scene. Lets leave
all the other parameters to
defauls. You may choose 320X240
as the output resolution instead
of 640X480 if you want the rendering
to complete faster and also
to reduce the file size.
In the section Render
Output, click on the
Files button.
It brings up a dialog box for
specifying where to save the
animation. First choose the
folder of your liking and specify
a name in the File name
file in the dialog
box. In the Save As
Type section, choose
AVI File (*.avi)
. If you choose JPEG or any
other image format, all the
50 frames will be output as
individual images. Choosing
the AVI as output lets you write
the whole animation into a single
AVI file. Now click Save.
This brings up a Codec selection
dialog box. Choose the codec
you need to use to compress
the AVI. If you want a full
quality uncompressed AVI but
doesn't bother about the huge
file size that results, choose
Full Frames (Uncompressed) option. Otherwise choose
DivX, Cinepak, Indeo or any
other codec of your choice.
Clicking on the Configure button,
brings up the Codec's configuration
dialog box which varies depending
on the codec chosen. After choosing
the codec, click OK
to terminate the dialog box.
Now the name of the file will
be displayed in the 3D Studio
MAX ( 3ds max ) Render dialog
box besides the Files button.
Now choose Camera01
as the viewport if
it is not already selected.
What are you waiting for? Click
Render. It
brings up a progress dialog
box. It might take some time
to complete. Once finished you
can open the Avi file in your
media player and play it.
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Refresh
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it to the maximum extend possible
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