3ds Max Animation Navigating the updated Curve Editor I’ll hide that curves tool bar, once again, right-click on the textured bar and choose show tool bars, turn off curves. I just want to mention one last thing, which is that we have a new key tools tool bar which is a consolidated collection of all of the new tools in this version. So some of them are in this keys only tools tool bar and some have been scattered around into other tool bars. So these are all the new goodies for this version of the software. I can right-click once again and turn it back off again. And now we’re back at the default interface. OK, that’s a heads up overview of the changes to the tool bars in the curve editor.
3ds Max Modeling Navigating updated Track Views The vertical dimension is not relevant here, and there’s actually a button here that claims to be able to frame the value extents, but that button only works in the Curve Editor. So here we’ve got horizontal zooming only. Just like the keyboard shortcut, which is ctrl + alt + middle mouse, in the Dope Sheet we can zoom in and out just horizontally, but not vertically, whereas in the Curve Editor we can zoom in and out in both dimensions, and these other buttons down here will also work in the Curve Editor, too. Okay, those are the simple additions to the Dope Sheet. We will see in the next movie that the changes to the Curve Editor are much more substantial, and they also include the changes that we’ve seen here.
3ds Max Modeling Creating type with TextPlus Scroll over and select the P. Again hold down Shift and that can select a single character. We can scale just that P. Very cool. The ability to manipulate type on a per character basis. I can turn off Manipulate Text and then just show you also we have more rollouts to play with down here. We have the ability to apply bevel just like the bevel profile modifier we saw in the previous movie. All those same controls are here. All in all the TextPlus Primitive is a very powerful new addition to our tool set that should be very easy for you to pick up because it’s so intuitive. The only tricky part is selecting those individual characters with the Shift key.
3ds Max Modeling Modeling updated Bevel Profile For example, let’s say we chose a three step. We can see the correspondence here between the shape of the curve and the resulting bevel or extrusion. For some of these presets, the curve needs to extend beyond this zero to one box here. If I choose, for example, Half Circle, we’ll see that our curve actually goes all the way up to here. And that allows then the shape to extend beyond the front of the original object. You can select these points and move them around and see the result there but only if we click OK or if we have Auto Update turned on. Let’s turn that on. And now, when we move this around, we can see that change. Create our own custom molding shape there or whatever. The only rule with this is that this point on the lower left can’t be moved. And this point on the upper right cannot be moved either. We can change the shape of the curve near those points, but we can’t move the points themselves. There are a bunch of tools up here, for example, in order to convert points between different types. If you want to add a new point, just click in an empty spot. And then, if you click on it again, you can move it. You can convert that to a different, for example, smooth point and create an interesting frame. Alright. Cool. So, that is the Bevel Profile Editor. Back to our object. Be careful about the size of the Bevel Depth versus this outline. I kinda want a greater depth. You might need to pull that outline in. But then, we might have an issue with our geometry breaking. So, you do need to kind of feel your way through this in order to get the best result.
3ds Max Modeling Managing operands Boolean Explorer That’s an easy way to get to the parameters of the operands. If you wanna get to the parameters for the first operand, the one that you used when you first created the Boolean, then you can select that object and do it the old-school way, which is going to be through the Modify panel here. You can see that whatever object you have selected in the Boolean parameters will have its stack displayed. Then I can go into the Cylinder here. And I do get topology warning, but I’m not going to change anything here that would affect the Boolean results, so I can just say Yes. And in those Cylinder parameters, get in a bit closer here, we can see there’s some overlapping geometry there. Just going to increase the height a little bit. All right, so that’s how we harness the full power of the new Boolean, and also the Boolean Explorer.
3ds Max Modeling Creating compound objects with new Booleans Once I’ve done that then all of these inside the sub-Boolean I can set to a union, and then the sub-Boolean itself I can set to intersect, and now I’ve got what I’ve wanted. Alright, I don’t need to see the selected operands anymore, so I can turn that off. Cool, so that’s how we can change the order of operations. We can say we want all of these cutter cylinders to be union together, or combined together, and then that as a unit subtracted, or intersected from the main gear. Okay, what I actually really want here is to subtract. And then finally we can add the rest of these really easily. There’s a new window, which makes it easier for us to do that. And that is the Boolean explorer and we’ll look at that in the next movie. Then we need to create a clip. Go down here and press the plus sign and give it a name, and I’ll call it walkSitClip. And then finally, down here, we need to set a path and a file name. Click the browse button and navigate to the export folder in your project.
3ds Max New Features Saving animation with Game Exporter Click open, and then finally, in the fbx import dialogue, we wanna click okay. The animation’s been loaded in, but the fbx import did not change our framerate or our timeline. We actually have to go into the time configuration and set it to film speed and the end time down here 170 to match the incoming data. Let’s maximize the perspective view with alt W, and then we can press play to examine our animation. All right, that’s how we use the game exporter to save out an animation clip of selected joints and also load that back onto a skeleton that’s not animated. And that wraps up our chapter on assets and interoperability.