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Lecture 9: Animating along a Path

Page 1.

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So far we have animated objects by moving them and generating key frames. We have then been able to see the Trajectory that we have created.

Another way of animating an object is to create its trajectory first in the form of a Path. A Path is basically a Spline, and you link your object to the Spline by using a Path Controller. Path animation is very useful for animating flying objects and cameras. It also has many other applications, just use your imagination!

Exercise: Following an airplane

  • Reset Max: File> Reset.

  • Using the modelling techniques you have learnt, create a simple airplane.

  • The only requirements for this model are that it has wings, and that the front and back and the top and bottom all are slightly different.

  • Alternatively, download the file airplane.max from the Lectures folder in Course Documents and use that as your starting point.

  • Move your airplane's pivot point to it's centre:

  • (With Airplane selected)-

  • Heirarchy Panel>Affect Pivot Only>Centre To Object

  • Now, in the Top Viewport, create a spline to act as a path for your airplane. You may have to zoom out to do this. (to learn about creating splines see Lecture 4 Page 4). Try to avoid sharp angles in your spline. Keep it simple, just a few bends and turns.

  • Now add a few boxes to represent buildings for the plane to fly between. Without these, once we add a camera to follow it, it's hard to see that the plane's actually moving at all.

  • Create the bases of your boxes in the top viewport and give them varying heights.

  • Make sure they do not come to close to your spline:

  • Select your spline and move it up so that it is raised off the ground:

(All the stages up until this point can be done in a variety of different ways. E.g. You could build your city of boxes first and then draw a spline in between them. You could then use an edit spline modifier and edit the spline to suit your needs. Remember you can edit your Verticies on more than one plane. Your spline does not need to remain flat).

  • Now change your animation length to 200 frames and make sure the frame rate is set to PAL (25 fps).

  • Now select your airplane.

  • Go to the Motion Panel:

  • Open the Assign Controller rollout.

  • Select Position: Bezier Position

  • Click on Assign Controller:

  • From the dialog box that appears, choose Path Constraint and click OK.

  • You now have a new rollout at the bottom of the Motion Panel called Path Parameters.

  • Click on Add Path. The button will turn yellow. Now select your spline by either clicking on it in a Viewport, or using the Select by Name function (shortcut key = H).

  • Your airplane will move to the start of the path.

  • Scrub through your animation (drag the time slider around)

  • You will notice that the airplane does not turn.

  • Activate the Check-Box "Follow" in the Path Parameters.

  • Your airplane should now follow the path, but most of you will still be experiencing problems, as the airplane is not oriented along the correct axis:

  • Under Axis, try selecting a different axis. It might be necessary to flip your object's orientation 180 degrees by activating the Flip Check-Box

  • For those using my model, the correct orientation is: Axis -Y, Flip - Checked.

  • Your airplane should now follow the path.

  • To get it to look more convincing, activate Bank and Constant Velocity and increase the Bank Amount:

  • Bank: Activating this Check-Box makes the object bank (roll) as it turns the curves of the spline.

  • Bank Amount: Adjusts the amount of the banking to one side or the other, depending on whether the value is positive or negative

  • Smoothness: Controls how responsive the banking of the object is to bends in the trajectory. Smaller values will make the object more responsive to subtle changes in the curve, while larger values smooth out jerkiness. 

  • Allow Upside Down: If your plane were to do a loop the loop, you would need to activate this Check-Box.

  • Constant Velocity: Ensures that the object moves at a constant velocity along the path. Without this being activated, the velocity of the object along the path varies depending on the distance between the vertices on the path.

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