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Looping our animation:

Page 3.

E-mail Billy.

 

There's no point rendering our animation just yet, as our project is only 30 frames long, which is basically one bounce.

By taking advantage of the fact that Max automatically loops the whole project when you play it, we have been able to see the ball bouncing. However, if we rendered now, our video would be just over 1 second long and wouldn't really give us much of a feel for the project.

So, the first thing we need to do is make the project longer.

  • Click on the Time Configuration button:

  • Change the Animation Length to 120.

  • Click OK

  • Now we have more time, but our ball only bounces once. However, we only need one bounce, as we have the option to loop it!

  • Open Track View by right clicking on the Ball and choosing Track View Selected.

  • Expand the Sphere's Tracks and select the  Z Position Track.

  • Click on Parameter Curve Out-of-Range Types :

  • What this rather long name means is that we can decide what we want our animation to do outside of the actual range we have specified. We have only created animation for frames 0 to 30, so what do we want our ball to do outside of this range?

  • At the moment, it is set to Constant, which means no looping.

  • We can change it to any of the following:

Constant

This is the default out-of-range type. It holds the value of the last key of the range for all  the following frames. Use constant when you want no animated effect before the first key of the range or after the last key. In other words, no looping at all!

Cycle

Repeats the animation as it is specified within the range. If the first and last keys in the range have different values, the animation will show an abrupt "jump" from the last key to the first. Use Cycle when you want an animation to repeat, but do not need the ends to match.

Loop

Interpolates between the last and first keys of the range. This only works if you leave some space between the last key and the end of the range (or the first key and the beginning of the range).

Ping Pong

Alternates between playing the animation forwards and then backwards. 

Linear

"Projects the animation value along a line tangent to the function curve at the end of the range. Use Linear when you want the animation to enter and leave the range at a constant velocity" - Max Online Reference. (I'm not entirely sure how to use this one, but you don't need it, so don't worry about it!)

Relative Repeat

This repeats the animation, offsetting each repeat by the value reached at the last key of the range. This is useful for animations that need to build, like the hands of a clock (animate one second rotation, then relative repeat).

  • So, our first and last keyframes are identical, so we can use Cycle.

  • Choose Cycle and click OK.

  • Now play your animation.

  • Pretty cool eh?

  • Now do the same with the Scale Track. This will make sure our squash effect also loops.

So, now we can Render.

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