3ds Max 2012 Bible - Kelly L. Murdock [372]
Tutorial: Trees in a hurricane
As an example of using the Point Cache modifier, you'll use a tree that is bending under violent forces such as a hurricane and duplicate it many times.
To create a forest of trees in a hurricane, follow these steps:
1. Open the Bending tree.max file from the Chap 35 directory on the CD.
This file includes an animated tree swaying back and forth using the Bend modifier.
2. Select the tree and choose the Modifiers⇒Cache Tools⇒Point Cache menu to apply the Point Cache modifier to the tree.
3. In the Parameters rollout, click the New button, create a file named “Bending tree.xml,” and click the Save button to create the animation file. Then click the Record button to save all the animation data to the file.
4. Select the tree and delete its Bend modifier. Then use the Tools⇒Array dialog box to create several rows of trees. Be sure to create the trees as copies and not instances.
5. Select several random trees and change the Playback Type to Custom Start in the Parameters rollout and change the Start Frame to –2 to cause some random motion.
6. Press the Play Animation button to see the results.
Figure 35.9 shows several of the trees being moved about by the storm.
FIGURE 35.9
Using the Point Cache modifier, you can animate a whole forest of trees.
Using the Animation Modifiers
Animation is more than just moving an object from here to there. All objects move not only with major transformations but with lots of secondary motions also. When a human character walks, the motions of his arms and legs are major, but the secondary motions of his swinging hips and bobbing shoulders make the walk realistic. Many of the animation modifiers enable these key secondary motions.
All the animation modifiers presented in this chapter are located in the Modifiers⇒Animation submenu.
Cross-Reference
Also included among the Animation modifiers are several Skin modifiers, which are used to make an object move by attaching it to an underlying skeleton. The Skin modifiers are covered in Chapter 40, “Skinning Characters.” •
Morpher modifier
The Morpher modifier lets you change a shape from one form into another. You can apply this modifier only to objects with the same number of vertices.
Cross-Reference
In many ways, the Morpher modifier is similar to the Morph compound object, which is covered in Chapter 27, “Working with Compound Objects.” •
The Morpher modifier can be very useful for creating facial expressions and character lip-synching. You can also use it to morph materials. Max makes 100 separate channels available for morph targets, and channels can be mixed. You can use the Morpher modifier in conjunction with the Morph material. For example, you could use the Morph material to blush a character for an embarrassed expression.
Tip
When it comes to making facial expressions, a mirror and your own face can be the biggest help. Coworkers may look at you funny, but your facial expressions will benefit from the exercise. •
The first task before using this modifier is to create all the different morph targets. Because the morph targets need to contain the same number of vertices as the base object, make a copy of the base object for each morph target that you are going to create. As you create these targets, be careful not to add or delete any vertices from the object.
Note
Because morph targets deal with each vertex independently, you cannot mirror morph targets, so if you want a morph target for raising the left eyebrow and a morph target for raising the right eyebrow, you need to create each morph target by hand. •
After all your morph targets are created, select a channel in the Channel Parameters rollout, shown in Figure 35.10, and use the Pick Object from Scene button to select the morph target for that channel. Another option for picking is to use Capture