3DS Max Animation Tutorials
Squash and Stretch:
Ball Animation
Step 1: Create a sphere polygon from the object type option. (Fig: 1)
Step 2: Activate the Auto Key (Key Icon) next to the Time Frame bar, then move your ball model down and then up. When moving the model in its second position, this will automatically create another key frame while moving the ball model. (Fig: 2)
Step 3: Next is to add the stretch and squash, stretch the model when the ball is falling, and then squash it as it hits the contact point.
Step 4: The next phase is to raise the ball off the ground, as you revert the squash into stretch to original shape. Then play the animation to see how your ball turned out, to play the animation, your must press the Play button next to the Time Frame bar. (Fig: 3)
Spinning Football
Step 1: To show graph editor on the screen, I right click on the + symbol (Fig: 1) and then select the Configure Viewpoints options (Fig: 2), this will open up a screen with options to select a view for the model and the timeline/graph editor (Fig: 3).
Step 2: After selecting the option for the graph editor, I place the model into three different positions, The Fall, The Squash and The Spring (Fig: 4). When I finished the three positions of the football, I need to squash the ball just before it lands on the ground.
Step 3: In this step, I select my football object and then go to the Modify option to select Stretch from the Modify List. With the Stretch option active, I change the shape of my football model to be more squashed as it collides with the ground (Fig: 5).
Step 4: After completing the squash animation, I proceeded to give the ball a rotation animation as the ball rolls to give it motion. I simply rotate the ball model between the frames by using the rotate function, I made it spin 90 degrees from start to middle, and 90 degrees again from middle to end (Fig: 6, 7, 8, 9 and 10).
Basic Characteristics:
Step 1: Create a sphere polygon from the object type option. (Fig: 1)
Step 2: Activate the Auto Key (Key Icon) next to the Time Frame bar, then move your ball model down and then up. When moving the model in its second position, this will automatically create another key frame while moving the ball model. (Fig: 2)
Step 3: Next is to add the stretch and squash, stretch the model when the ball is falling, and then squash it as it hits the contact point.
Step 4: The next phase is to raise the ball off the ground, as you revert the squash into stretch to original shape. Then play the animation to see how your ball turned out, to play the animation, your must press the Play button next to the Time Frame bar. (Fig: 3)
Spinning Football
Step 1: To show graph editor on the screen, I right click on the + symbol (Fig: 1) and then select the Configure Viewpoints options (Fig: 2), this will open up a screen with options to select a view for the model and the timeline/graph editor (Fig: 3).
Step 2: After selecting the option for the graph editor, I place the model into three different positions, The Fall, The Squash and The Spring (Fig: 4). When I finished the three positions of the football, I need to squash the ball just before it lands on the ground.
Step 3: In this step, I select my football object and then go to the Modify option to select Stretch from the Modify List. With the Stretch option active, I change the shape of my football model to be more squashed as it collides with the ground (Fig: 5).
Step 4: After completing the squash animation, I proceeded to give the ball a rotation animation as the ball rolls to give it motion. I simply rotate the ball model between the frames by using the rotate function, I made it spin 90 degrees from start to middle, and 90 degrees again from middle to end (Fig: 6, 7, 8, 9 and 10).

Bunny Space Hopper
Step: 1 I first import the model from the college moodle, then I test the rigging to understand the model's structure.
Step 2: Next, I animate the ears and the head of the model, I gave the model a sense of personality and life, as it waves its ears and giggles at the viewer.
Step 3: Then, I simply animate frames to see the results of my simple animation.
Step: 1 I first import the model from the college moodle, then I test the rigging to understand the model's structure.
Step 2: Next, I animate the ears and the head of the model, I gave the model a sense of personality and life, as it waves its ears and giggles at the viewer.
Step 3: Then, I simply animate frames to see the results of my simple animation.
Tail Pivot
Step 1:I first import the model from the college moodle, then I activate the auto key and rotate the thick end of the tail.
Step 2: Then I use the graph editor to create more of a flexible motion for the tail to curl. This can used to create animations like jungle vines, snakes, animal tails and .
Box Pivot
Step 1: First, I create a cube and then I extrude the faces, this will give the model a sense of depth and detail (Fig: 1).
Step 2: Next, I create two rectangular cubes as the steel box's doors, then I adjust the pivot points, to make the doors rotate in a swing like motion (Fig: 2).
Step 3: Then, I played the the frames to see how the pivot animation performed. However I did had a problem with texture that I applied to the model, as it was animated as well the model (Fig: 3).
Step 1:I first import the model from the college moodle, then I activate the auto key and rotate the thick end of the tail.
Step 2: Then I use the graph editor to create more of a flexible motion for the tail to curl. This can used to create animations like jungle vines, snakes, animal tails and .
Box Pivot
Step 1: First, I create a cube and then I extrude the faces, this will give the model a sense of depth and detail (Fig: 1).
Step 2: Next, I create two rectangular cubes as the steel box's doors, then I adjust the pivot points, to make the doors rotate in a swing like motion (Fig: 2).
Step 3: Then, I played the the frames to see how the pivot animation performed. However I did had a problem with texture that I applied to the model, as it was animated as well the model (Fig: 3).
Advanced Characteristics:
Max Man
Animation 1: The feminine hand flop: I positioned the body and the head slightly tilted with one hand on the waist, then Ctrl A to select all of the body parts and then move the body to the next position. Ctrl A is very important when finishing a position before you perform the next one. If you don't do Ctrl A, you will only have moved one part of the body (Fig: 1).
Animation 2: The Kamehameha: I positioned the hands and arms forwards, as well the body leans forwards too. Then twist the body back as the arms bend and the hand cup close to each other, the legs also have to bend to feel the weight of power building from behind. Then the arms thrust forward with the hands open, the torso must be pushed back and the legs bent as the man tries withstand the immense force of the blast (Fig: 2).
Animation 3: Hungry Tummy: This is a very simple animation, The torso and the head must be slightly tilted, then one arm reaches for the stomach. The head should lean forward little, as if the person is looking at the hungry stomach, and then starts to rub it settle its hunger (Fig: 3).
Animation 1: The feminine hand flop: I positioned the body and the head slightly tilted with one hand on the waist, then Ctrl A to select all of the body parts and then move the body to the next position. Ctrl A is very important when finishing a position before you perform the next one. If you don't do Ctrl A, you will only have moved one part of the body (Fig: 1).
Animation 2: The Kamehameha: I positioned the hands and arms forwards, as well the body leans forwards too. Then twist the body back as the arms bend and the hand cup close to each other, the legs also have to bend to feel the weight of power building from behind. Then the arms thrust forward with the hands open, the torso must be pushed back and the legs bent as the man tries withstand the immense force of the blast (Fig: 2).
Animation 3: Hungry Tummy: This is a very simple animation, The torso and the head must be slightly tilted, then one arm reaches for the stomach. The head should lean forward little, as if the person is looking at the hungry stomach, and then starts to rub it settle its hunger (Fig: 3).
Bipod Rigging:
Step 1: I uploaded a human based model from college's moodle, then imported to 3DS Max software and prepare it to be rigged.
Step 2: I create a bipod model, and then mold it and shape it till its fits the psychical structure of the imported model (Fig: 1).
Step 3: The model had a cloth like feature around the waist, first, I Freeze Select the model, and then go to Modify and use the Skin option (Fig: 2).
Step 4: Next, I select the vertex function in the Skin option, this will make the cloth unaffected by the thigh section of the bipod rig (Fig: 3).





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