9

Default In/Out Tangents For New Keys 721
Custom Attributes allows custom attributes
to be keyframed.
Modifiers— allows modifiers to b e keyframed.
Note that you should turn on Object
parameters when you turn on modifiers, so you
can keyf rame gizmos.
Mater ials— allows material properties to be
keyframed.
Other allows for other parameters that don’t
fall in the abov e categories to be keyframed
using t he Set Key technique. This includes
such things as helper proper ties and look-at
controller tracks for target cameras and lights.
Wa rning: If you turn on Object Parameters, all the
object parameters of an object will th en receive k eys,
unless you have turned off thetracksusingKeyableon
the Controller menu of Track View Curve Editor. The
same advice ap plies to Materials.
Tip:
You can also set keys on spinners by holding
down the
Shif t key and right-clicking a spinner.
DefaultIn/OutTangentsForNew
Keys
Status bar > Anim ation controls > Default In/O ut
Tangents For New Keys flyout
This flyout provides a quick way to set a default
tangent ty pe (page 2–305) for new animation keys
created with Set Key Mode (page 3–718) or Auto
Key Mode (page 3–717).Youcanalsoaccessthe
tangent ty pes (page 2–305) from the Key Info
(Basic) rollout (page 2–304) and the Curve Editor’s
Key Tangency toolbar (page 2–535).
Note: Changing tangent types does not affect
existing k eyframes, only new ones.
On each new set keyframe , the Key Tangent flyouts
on the Key Info (Basic) rollout updates with the
current default tangent type.
When you set a default tangent ty pe, both the in
and out tangents are set to match that type. If you
set different in and out tangents via the Controller
Defaults group of the Animation Preferences panel
(page 3–828), the current flyout icon changes to a
question mark.
Note: Sett ing a default tangent ty pe stores it in
the 3dsmax.ini (page 1–18) file, from which it is
restored after a scene reset or session change.
See also
Specifying Default Controllers (page 2–294)
Procedures
Example:Tosetadefaulttangenttype:
1.
Create a sphere.
2. Turn on Auto Key, go to frame 10,
and move the sphere on a l l three axes.
3. Rig ht-click the sphere. From the quad menu,
choose Curve Editor.