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718 Chapter 21: User Interface
4.
Turn off the Auto Key button when
you are done.
Ex ampl e: To a n im at e an obj e ct bet ween th r ee poi nt s
using Auto K ey :
1.
Turn on the A uto Key button.
2. Dragthetimeslider(toframe25,forexample).
3. Move the object from point A to point B.
A Move key is created at frames 0 and 25.
The establishing key at frame 0 describes the
object’s position at point A. The key at frame 25
describes the object’s position at point B.
4. Dragthetimeslider(toframe50,forexample).
5. Move the object from point B to point C.
A Move key is created at frame 50 that describes
the object’s position at point C.
6. Click the Playback button.
TheobjectmovesfrompointAtopointBover
frames 0 to 25, then proceeds to point C over
frames 26 to 50.
7. The Playback button turns into a Stop
button. Click it to stop pla yback.
The position of the object in betwe en the
keyframesisdeterminedbytheinterpolation
type used by the controller. Right-click the keys
in the track bar and select the transform key to
see t he controls for adjusting the timing of the
in-betweens.
8. Turn off the Auto Key button.
To remove the animation from a s cene a nd sta r t
again:
1.
Choose File menu > New.
If the scene has been modified, you are asked
if you want to save it. After you make that
decision , a New Scene dialog is displayed.
2. In the New Scene dialog, turn on Keep Objects
AndHierarchyandclickOK.
Alltheobjectsremaininthescenebutall
keyframes have been removed.
3. To remove the animation from just certain
objects, delete their keys in Track View.
Example: To animate a deformation curve of a loft
obj ect:
1.
Turn on the A uto Key button.
2. Setacurrentframewiththetimeslider.
3. Select one or more control points in the
deformation curve of a
loft object.
4. Use the Move Control Po
int or Scale Control
P oint buttons to transform the control points.
To animate a hierarchy with IK interactively:
1.
Select any hierarchy that does not already have
an IK Solver applied.
2. Click IK on the Hierar
chy panel.
3. Turn on t he Auto Key bu
tton.
4. On the Inverse Kinema
tics rollout, turn on
Interactive IK.
5. Select and move objects in the IK str ucture on
different fra mes.
Note: This will work on linked hierarchies and
bones that do not alr
eady have an HI, HD, or
Limb Solver applied. This technique allows you
to animate hierarchies using IK methods (page
2–435) without apply
ing any IK solver (page
2–440).
Set Key Animation Mode
Set Key Animation Mode allows you to create
keys for selected
objectsindividualtracksusing
a combination of the Set Keys button and Key
Filters. Unlike the traditional metho d of 3ds Max