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3ds Max 2012 Bible - Kelly L. Murdock [423]

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The Ignore option disables the selected animation layer, and the Solo option disables all animation layers except for the current selection.

Blending absolute animation layers

When several absolute animation layers are added, the layers are evaluated according to their order in the Layer Manager list from top to bottom. Each layer can have a Global Weight value that determines how much of the animation layer is blended.

For example, if the top absolute animation layer contains keys for a character raising an arm, and a second absolute animation layer is added that has keys of the character waving its hand, these two can be blended to create the combined motion of the character raising its hand and waving by setting the Global Weight for the second absolute animation layer to 50 percent, as shown in Figure 39.10. If the second layer is set to 0 percent, the character simply raises its arm; if the Global Weight of the second layer is set to 100 percent, the layer takes over the entire animation and the character waves its hand without raising its arm.

FIGURE 39.9

The Layer Manager rollout holds the various animation layers.


In addition to the Global Weight value, which affects all parts of the rig, you can also set a Local Weight value for specific bones. For example, if an absolute animation layer is set that moves the rig to a specific pose, you select the left collar bone and set its Local Weight to be a percentage of the final pose. The Local Weight setting lets you control individual bones and limbs differently from the global animation layer.

FIGURE 39.10

If the Layer Manager contains multiple animation layers, you can blend between them using the Global Weight values.


Another helpful tool as you begin to animate your rig is the Rig Coloring Mode option located to the right of the Set/Animation Mode toggle button. If you switch the Rig Coloring Mode to display Layer Colors, then the color of the rig matches the color of the animation layer; if two layers are blended together, then the color of the rig also is mixed. If a specific bone is given a different Local Weight, then that bone is colored the same as the animation layer that is controlling it.

Tip

If you plan to blend layers, setting each layer to use a primary color makes it easier to see where layers are blended when the Layer Colors option is enabled. •

Clicking the Dope Sheet: Layer Ranges button opens the Dope Sheet with the ranges of the various animation layers displayed. This provides an easy way to modify the ranges for the different animation layers. You also can access the Curve Editor for each of the Global and Local Weights using the button to the right of the respective weight values.

You can use the Display Layer Transform Gizmo button for each layer. This creates a simple helper object that is linked to the character. It can be moved and rotated to control the entire rig. The gizmo is normally placed at floor level between the rig's feet, but if you hold down the Ctrl key while clicking this button, the gizmo is placed at the current bone; if you hold down the Alt key, the gizmo is placed at the world origin. This gizmo is available only for absolute animation layers.

Using adjustment animation layers

If you have your animation layers working just right with the motion you like, but your animation needs a little more exaggeration or a hand needs to reach just a little farther to grab a doorknob, then you can return to the base absolute layer and make the change, or you can apply an adjustment layer.

There are two different adjustment layer types: local and world. The difference is in how they are affected by the previous animation layer. Local adjustment layers add the adjustment layers changes onto the above layer's motion, so if a local adjustment layer has a hand reach forward a little more, the motion is added to the existing motion.

World adjustment layers work in world space and cause the hand to reach to a specific location in the world. This still blends with the previous layer's

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