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Max tutorial on modeling and animating analog clock by Saud

Greeting! in this tutorial we create analog clock,remember that modeling is quite easy but the important is
animation for the clock.As you should know a real clock contains 3 hands for hours,minutes, and seconds (called
second hand) which moe according to each other.As the real one works our model will work in the same way.
As in tutorials the reader (that!s you) cannot ask question directly to the author(that!s me)so " try my best to
define eerystep in detail.
#ets get started !
$tart and%or reset 3ds&a' ()ile *+eset( first model the clock.
$elect the )ront iewport and create a bo' set its parameters to #enght ,-. /idth 0 1eight 2
As we are modeling a clock not a fan we need to moe the piot point of the bo' to the bottom.3iot pointis the
spot about which a rotation takes place, or to and from which a scale occurs or spot which hangs the ob4ect in 3d
space.
Goto the 1ierarchy 3anel ,click on the (Affect 3iot 5nly( button.
Requirements: Basic Working Knowledge

3DS Max 7 !or using !ile "ro#ided !or download$
May also work in older #ersions%

&utorial &y"e: Basic

&oe the piot to the bottom be carefull to drag only in 6 a'is.7lick on the button again to e'it from the piot
moe mode.
+ename the bo' as (sec8hand( and right click on the moe(),2) button and enter lucky number 9ero . on 'y9
field of Absolute world.:his set the bo' in the center of the 3d space.:ransform :ype work according to the
coordinates(or directions eg ;,6,<)of the 3d space.
7reate two more bo'es for the hour and minutes hands keep the 1eight to (2( =ut set lenght segment to -.$et
there piot point to bottom and conert the bo'es the editable mesh or poly.And name them as (min8hand( and
(hr8hand( respectiely.
Goto the erte' leel and select the top two isible etices and right click on the ($elect and $cale( button enter
9ero again.:his gie a sharpness the hand.
" hope you are smart enough to model 3 clock hands.&y hand look like these (seconds,minutes,hours) these
don!t look good but " am not designing these for the beauty contest.>)
&oe these hands to the 9ero point of 3dspace by (hey " already told you! 5k dont angry)+emember we already
moed the seconds!s hand
$elect the minutes hand (medium bo') and right click on the ($elect and &oe( enter 9ero in ; and < field and
?2.- in 6 field.:his place minute hand 2.- points ahead of the second.And enter ?- in 6 field of the hour
hand.:hree bo'es should look like these.
)or the body of the clock create a smooth cylinder in the front iewport.Gie it 2-. radius and ?@ hieght 0A
sides ,right click on select and moe tool
and enter . in ',9 and 2 in 6 )ield
/e hae to put numbers on the body the clock (cylinder) " will do it by copying a te't ob4ect ,if you know other
mehtod then email me.
7reate panel * $hape * :e't..create on the front iewport change it )ont to (Ariel( and si9e B- type ,2 in
te't..right click on the moe tool again...enter 9ero ',y and ,A. in <.3lace this (,2( on the clock body on the top
side like the real clock.
$elect the (,2( te't,open 1ierarchy...click on the (Affect 3iot 5nly( button piot now ad4ustable ,press AltCA for
align tool click cylinder,Align $election dialg bo' appear,select the (3iot 3oint( under both 7urrent ob4ect and
:arget 5b4ect. you can see the the (,2(!s piot (blue bo') 4umped to the center of the cylinder.7lick the (Affect
3iot( button againg to e'it from the piot ad4ustin mode.
" think we finish the modeling first then animate the clock.$elect the (,2( te't ob4ect.5pen :ools*Array.Dialog
bo' or option bo' appear.#ook clumsy at first.
3lace it on the screen so can see the cylinder,click on the preiew button, as we want ,2 te't for hours place
eenly in circle (3@. degree)we use this formula 3@.%,2E3..
:ype 3. in the rotate alue of < and set the 7ount to ,2 and choose 7opy under (:ype of 5b4ect( 5F to e'it.
7lock should look like this...this a bit frustrating we hae to change te't and rotate all eleen te't
ob4ects.
$tart the lenghty work by selecting the te't on the right of the original and enter , in the :e't bo' under the
parameter group.Feep continue this for the rest of te'ts(eery one knows how clock look like).
:o rotate these te'ts go again to the 1ierarchy 3anel and select , (it should be renamed , already) click the
(Affect 3iot only( button and click the (7enter to 5b4ect( this moe the piot to the center ,repeat this step for
the others.
)i'ing these also require ,, steps >) but dont worry this is the last time we doing it. $elet (,( and right click on
select and rotate and enter . in 6.Feep doing it for the rest of te't.
:hat!s better........G.... but that flat i think you should add small dots for the seconds and medium for the
hours....how to do that 4ust create small sphere (radiusE2,segmentsE,. or less)center sphere on ' and 9 .....use
array tool again and clone again using this data...countE@., rotation E @ (3@.%@.E,2)
.Also Group all the nubers ,click ($elect by Hame((1) and select all the te't.,I,2,5pen Group menu *click
Group name it as( Humbers(
Apply J'trude modifier to the Group.&odify 3anel *&odifiers Drop down list *press J until you see e'trude.Kust
set amount to 0 and leae other alues to default.
&oe the :e't group (Humber( slightly close to the cylinder set 6E2.-
&y )inal clock look like this ....maybe you end up in more fancier model ..in case of any trouble you can
download this file
#ets get to the business immediately >).5pen you model or download mine.
As we are now working on the clock hands so its better to free9e the unwanted ob4ects.$elect the cylinder (clock
body) right click and
select ()ree9e $election(
)ree9e the numbers and dots using same mehtod.)or newbies free9ing simply free9e the ob4ect so we cant select
or moe these ob4ect.
L )ree9ed L
/e animate the hand by linking them to the $lider manipulators.7reate 3anel * 1elpers * $elect &anipulators
from drop?down list.
7lick on the slider button and click three times on the stage to create three manipulators.7lick on the ($elect and
&anipulate( button on main toolbar
(cannot moe the slider without this enabled)/hen this button disabled the slider appear in yellow color(mean
thsee are unmoeable) and appear green
when enabled.&oe the slider with the little square bo' on left of slider.
Hame the sliders on the modify panel as slider8sec, slider8min , slider8hrs and alse label them, label appears
along with the slider.
'inking t(e sliders wit( clock (ands%
/e animate the clock hand by linking their rotation with the sliders.
$elect the slider8hrs drag a bo' oer it if trouble selecting(appear white when selected) right click the 1our $lider
and select wire parameters.
$elect 5b4ect($lider)*Galue.+ubber band appear select the little hour hand :ransform * +otation * 6 +otation
***** ****
5n 3arameter /iring M, dialog press the middle ( N??* ( button and click on connect.Drag the slider and you!ll
se hour hand rotating quite fast.Jnter
alue%,-.O in e'pression bo' for the hour!s rotation.Drag the slider again and the hour8hand should be doing one
complete rotations.
1owP one rotation E 3@.Q(degrees) and there are @. secconds point on the clock so we want to hand to
complete one complete rotation in small @Q steps.
3)*(Degree) % )*($teps) E ) hence +** , ) - +)%)7 but this not work properly (dont know whyP) so +** ,
+.%/ is the e'pression that gie the
almost complete rotation.
1ope you linked the hour hand with the its slider succesfully , link the hour8hand with the min8hand.$elect 6
+otation for both ob4ects.As we want min8hand
to rotate ,2 times as hour8hand complete on rotation, enter 01Rotation2+3 in J'pression bo' for min8hand
68+otation.7heck the connection by moing the hour8slider.
:ip > :o moe slider more smoothly,select the slider and open modify panel and click on the up or down arrow
om the right of alue te't bo'.
#ink min8hand with its slider enter alue%,-.O in e'pression bo' of the min8hand.:his enables us to moe it
smoothly,but slider wont moe it to the full alue while
dragging ,workaroud >iselect it and use the arrows on the right of the alue te't bo'.
#ink the min8hand to sec8hand 4ust like we linked hr8hand and min8hand.>) but second hand rotate @. times in
an hour so 01Rotation2)*%
=ut the problem is that the second hand rotate too fast when using the hour or minutes slider.#ink the sec8hand
with the $lider8sec and enter alue%BO.- to moe
it smoothly with the slider small alue wont work well here this because all hand are linked to each other.
'inking Summary%
45 &y"e 'ink Details
, N??* slider8hrs N??* hr8hand Jnter alue%,-.O in e'pression bo' for the hour!s rotation.:his gie one complete rotation
2 N??* hr8hand N??* min8hand Jnter +otationQ,2 in min8hand e'pression bo' to rotate it ,2 times on one rotatio of hr8hand
3 N??* slider8min N??* min8hand Jnter alue%,-.O in e'pression bo' for the hour!s rotation.:his gie one complete rotation
0 N??* min8handN??*sec8hand Jnter +otationQ@. in min8hand e'pression bo' to rotate it @. times on one rotatio of hr8hand
- N??* slder8secN??*sec8hand Jnter alue%BO.- to rotate it smoothly.5r try other alues
Download my completed clock model...
0our 6eedback are weclome7
At the end of this tutorial , " like to say that you can improe this clock! )eel free to try different numbers and
send your suggetion, tips , and point any error in this tutorial.And sign my guestbook.
8reating a rollercoaster scene in 3DS Max
Requirements> 3D$ &a' ( 0.. or higher recommended)

3D$ &a' - or higher is required for using files proided for
download)

=asic knowledge of working in &a' software
S"ecial 4otes: " used 3D$ &a' - (in A..'@.. res.)

:his tutorial created using &$?/ord OB (so donRSTt laugh on the
page design.)
Warning: Jnglish isnRSTt my mother tongue
&utorial &y"e: =asic

&ec(nique will be used in t(is tutorial:
,. /orking with splines (Gerte' weld etc)
2. 3ath constraints animations
3. #ofting
0. Using cameras
Greeting!
:hank you for coming here.
" will try to teach you or try my best to teach you how to create a rollercoaster scene
using powerful and ersatile 3D$ &a' (Discreet didn!t make me to say that)
#ets suppose that you own a amusement park and you want to launch a new :G
commercial but you want to use &a' to create the scene why, " don!t know 4ust
suppose it please
/ell lots of 4unk talk already lets start the designing
Lets get started.
$tart 3D$ &a' (don!t skip this step )
)irst of all we make a track for our rollercoaster, for this we will use geometry ob4ects
7lick on 7reate 3anel * $hapes *and click on Jllipse
$et the creation method to 7enter and in "nterpolation rollout set the steps alue to
,-
5n the :op iewport create a Jllipse of any si9e and then go to modify panel and set
the #ength to 2.. and /idth to A. points
How we center our Jllipse., to the top iew port we use the :ransform type?"n .by
this utility we can moe % rotate %scale the selected ob4ect more precisely."t shows
us the different alues if we use it with different transform gi9mos.
.
$elect the ellipse and then moe command.How you can see the e'act location of
the Jllipse in the ; 6 < fields of :ransform type?in
(Hote> :here are two modes aailable of :ransform :ype?"n, one is Absolute and
second is 5ffset
"n absolute mode it show the current location %position of the ob4ect in the 3D space
while the offset modes 4ust assume the current si9e%position as the 9ero point for ; 6
< fields useful in case where we want to increase %moe % scale ob4ect by our desired
units
Jnter a big 9ero in eery field
How we going to add another circle to gie our track an e'citing roll.
=ut now on the #eft iewport create a circle (7reate * $hapes * 7ircle) with the
radius of 22 points
How we want to position the circle on the right side of the ellipse, this can be done
easily using our ".V
How as we centered the ellipse to 9ero point in ; 6 < a'es, if we want to center the
circle to the ellipse we simply set the circles 6 field to 9ero.
And to set the circle on the right center tip of the ellipse we enter ; alue to 0.(as
we created the ellipse with the width of A., 9ero alue will center it to the ellipse and
0. will moe it to the right tip and 0. moe it to left tip.(:op Giewport)
How we align our circle to the <?a'is by entering the 22 in the field (because our circle got
radius of 22 points ,and circle piot point always in center )
How creation of ellipse and circle is completed and we are ready to 4oin both and
make a single ob4ect.and if your work is successful you see this.
$ummery>
,) 5n the :op iewport create a Jllipse with these settings $teps ,-, #ength 2..
/idth A.
2) $elect the Jllipse and choose moe tool now enter . in ; 6 < fields of :ransform :ype?"n
3) :hen create a circle in left iewport with the radius of 22 and steps of ,-
0) $elect the circle and select the moe command, Jnter these alues in ;6< fields
of :ransform :ype?"n ;E0.,6E.,<E22
Adjusting vertices
/e connect both ob4ects to make a single track, to do this we conert both to editable splines.
$elect the ellipse and right click and choose (7onert to> * Jditable $pline(
=y doing this we can easily access%select its points or ertices.
:o select the ertices of the ellipse click on red dots. $elect the ellipse erte' where
circle is on top of it ,then right click and select =reak Gertices, this will break single
erte' into two ertices.As we braked the ertices but both are on same point so its
ery difficult to select the single erte' of our choice , so we simply click on these
and moe them to see which is selected >)."f both are moing then undo the moe
by 7:+#C< and try again..
&oe :op erte' to 3- and bottoms to 0- points in ; a'es field of :ransform :ype?
"n, and put 9ero in 6 < fields of both ertices.
How break circle!s bottom ertices (#eft Giewport) and moe one to 3- and second to 0-
so its go to same position of ellipse ertices. =e sure not to confuse the direction
&ake something like this or download this file.
(+ight click and select $ae :arget as)
As we successfully aligned the ertices of both ob4ects we can now connect both ellipse and circle
7lick on spine and (unselect the erte' selection by clicking the red dots button) Go
to Geometry rollout and click Attach button, moe to 3rospectie iewport and select
the circle.
How circle ob4ect became a part of the ellipse and no longer e'ists as separate ob4ect, but we still need to 4oin
the all four ertices which are connecting both ellipse and cirlce,we use erte' weld.
$elect the Gerte' sub?ob4ect leel or click the +ed dotted button."n the weld field you
should see .., alue already inserted ,change it to ,.
How select ,
st
set of ertices by dragging a square on them and click the weld
button, do the same with the other set (Hote> Gerte' weld won!t work until you
attach both ellipse and circle)
+ename the Jllipse as (main path(
:hat!s the basic path we use to create the loft ob4ect. #oft ob4ect depends on two
shapes one for path and second for shape ,
/e already got the path we need is a shape. :o create a shape select the #eft
iewport use &in%&a' :oggle button to ma'imi9e it and create a circle about radius
of , point.$elect it and choose moe tool ,make its copy by holding down shift key
and moing the ob4ect,click 5F on the dialog.How make another copy, and repeat
the steps angain and make the 3
rd
and last copy ..arrange these circle as follows.
How select any of one of the circle and conert it to editable spine. How go to Geometry rollout and select Attach
and select two other circles. /hen all three circles become one ob4ect. +ename it as (#oft $hape(
6ou can download this file with the main path and #oft$hape ob4ects.
We are ready to a""ly t(e lo!t modi!ier
$elect the track ob4ect and 7lick 7reate panel * Geometry * 7ompound 5b4ects * #oft.
"n the 7reation &ethod rollout select the instance radio button.
&oe> "f we use this than the loft ob4ect will be created and $hape 5b4ect (#oft
$hape in this case) will be remoed
7opy> "n this the loft ob4ect is created and $hape 5b4ect won!t be remoed
"nstance> :his is most useful. :he loft ob4ect will be created and $hape ob4ect will
remain and if we modify the shape
5b4ect it will effect the shape of the loft ob4ect as well
7lick on the get shape button, and select the shape, which is (#oft $hape(
How you sure see something like this if you not made any mistakes
+endered "mage
"ts quite basic track but " want this tutorial is as simple as possible
3ress 1 to bring the $elect by Hame dialog and select the loft., from the list and
click the modify panel
Go to ($kin 3arameters( rollout and e'periment with the 3ath step settings the
higher the alues more smooth the loft
$et it around ,- points or whateer you like.



Modi!ying 'o!tS(a"e
How we slightly alter the shape of the (#oft$hape((circles we used to create loft ob4ect)
7lick on ($elect by name( or press 1( on the keyboard and select the (#oft$hape(
from the list
Goto to &odify panel and click on the Jditable $pline!s (C( symbol to open the
sub4ect selection list and then select $egment.
$egment is defined simple as (:he line between two Gertices(.
$elect middle circle!s bottom segments.
How moe both little bit in up direction and make something like in picture.
Hotice that our loft ob4ect shape will change as well.
/e will add a coaster (or train whateer) to the path (we will use simple bo' with
some erte' ad4ustments because " am getting late)
$elect the :op iew port and then create a bo' of any si9e, then goto the modify
panel and insert these alues
How to get a better iew we use the hide the other ob4ect by using the display panel.
$elect the newly created bo' and then goto display panel and scroll down to 1ide
rollout and click the hide unselected button
:his will hide eerything e'cept the bo'...rename the bo' to (coaster( or any name
you like..7lick the 9oom e'tents all button.
7onert the bo' to Jditable3oly simply right clicking on the bo' and selection the
(7onert to> * Jditable 3oly(
(=e sure to uncheck the "gnore =ackfacing checkbo')
"n the #eft iew port select the Gerte' selection leel,and select the :op left ertices
and moe them in right direction to make something like this>
:his will be enough for modeling the coaster.
/e will gie make it to roll on our path, but before we do it we will increase our
animation length..
7lick the time configuration button lower?right corner of the 3ds max main window
:ime configuration dialogue will appear, "n the Animation group enter 2-. in the
#ength bo'.
7lose the dialog bo'.
How go to the (Display 3anel( and click on the (Unhide All( button.
9nimating t(e box on t(e "at(
How select the bo' (only bo' not any sub?ob4ect selection) and click on the Animation menu * 7onstraints * 3ath
7onstraint
How you got to select the target path, press 1 and then select the (main path( from
the list.
As you see that the bo' or the coaster 4umped on the track, this mean success in
animating the coaster.
:est the animation by clikin on the play button on the lower right corner on 3D$ &a'
window.
How you notice that the animation isn!t real,we need to ad4ust these settings.
Go to the (&otion 3anel( and under the (3ath 3arameter( check 3ath follow,play the
animation,hmm its not moing correctly, more ad4ustments required.
"n the A'is setting click on the 6 radio button,6our settings should look like these..
(don!t change WAlong 3ath)
)eel free to e'periment with these checkbo'es and for more details use ma' 1elp.
9dding a 8amera%
7lick on 7reate 3anel * 7amera and then in the :op iew port create a :arget 7amera.
:arget cameras got two ob4ects, which we can moe, one is camera itself and second
is its :arget.
/e set its target to moe with the bo' or coaster,we perform two steps ,.$eting
camera target with the bo' and then #inking it with the bo' so "t can moe with the
bo'.
3ress 1 and select camera., :arget
:o align its :arget with bo' we use Align with utility, from the :ools &enu select
Align, or you can press A#:CA shortkey.
6ou!re in select target mode, &a' is asking you to pick a ob4ect which you want
selected ob4ect align with.
7hoose moing bo' or press 1 and pick its from the list.
7heck all three ; 6 < bo'es and also e'amine the results " hope that camera!s should
align with the bo' perfectly.
:o make the camera!s target to moe with the bo' as well we use select and link
utility.
/hen camera target still selected click on select and link button and then again you
hae to choose the ob4ect which you want selected ob4ect moe with or link
with,select the bo' or use $elect by name button.
How it!s enough for the camera ad4ustments, on any Giew port press 7 to get the
camera iew, 3lay the animation.
6ou can download this final file and%or you can iew this rendered moie in flash.
THE END
I got more to say :)
:here!s a 4erk in the moement of the bo',can any one fi' it then please tell me
"t!s the end of the :utorialRST " hope that you successfully completed the scene. /ell
" proided the step by step download file where possible.
)eel free to adding the link of site page in any :utorial link site.
And " know my Jnglish is bad, especially Grammar, so please identify these mistakes
as well in the procedure
3lease write comments on my Guest=ook as " wrote thousands words for you,
canRSTt you write few for meP
/hen " did my first flash tutorial " receied plenty of thankful emails, and thatRSTs gae
me enough courage so " am doing another tutorial.
As " tried my best to keep this tutorial as Understandable as possible but if you found
anything which you cant understand and require more information, then check the
&A; built in 1elp

9bout Me
"f you like to email me (which is highly appreciated) these are my email addresses, and you can add me in 6ahoo
and &$H if you like.
,> awesomesiriusXhotmail.com
2> awesomesiriusXyahoo.com
:hanks Again,
Syed Saud
Karac(i:;akistan
http://www.geocities.com/awesomesirius/tutorials/max/maxtut.htm
http://www.freewebs.com/awesomesirius/tutorials/max/clocktut2.htm

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