Step 1: View Me!
Step 2: Create Environment
When 3D max is opened, you can find the tools needed on right-hand side under object type.
- To create the ring, just create a box the size of your choice.
- To create the ropes, use cylinders and make it the width and length that fits the ring.
- The padding, where each rope meets, is created with spheres that have been stretched using the scale tool.
- The padding are held by a horizontal cylinder which is connected to the big verticle cylinder.
- The table is made with boxes as well (2 so that it will break easily).
Step 3: For Your Info
I use auto key because it automactically records everything I do on each frame :). Set key requires you to record manually :(.
The square that has the key icon can be used to manually record during auto key mode.
However, it is mainly for set key mode because its the only way you can record in that mode.
You must select either modes first and the timeline must turn red first before you can use
the square key icon or record animation.
You will notice that a square box is made on the time slider when you create a keyframe. The closer key frames are together, the faster the action. The farther they are the slower an action.
Step 4: Let's Animate
- First thing I did was pose everything at its starting position.
- Second, I created an anticipation pose. I bent the knees of the guy in the (red shorts) so that it looks like he's about to jump.
- Next, I posed the man in the (red shorts) at the peak of his jump
- Then I made a contact frame. This frame is very important, as it creates the cause and effect of an action. So now we know why the table broke.
Step 5: More Poses
- If you look at the photos in there respective sequence, you should see an idea of what the animation will look like.
- Sometimes different parts of the character floats or move at the wrong time. Usually the previous key frame stops that phenomenon.
- To fix unwanted movements, I select the previous key frame and copy it (hold shift, then drag to copy). I place the copied key frame inbetween the previous pose and the next pose. Then I animate a little on the copied key frame so that it don't look like the previous key frame as much.
- After I review the poses and key frames, I select the whole character's rig and space out the key frames on the time line so that the action is fluid like. Smooth animation= good !, choppy animation= bad !