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Controlling
Animation Velocity
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Giving
Your Clients the Run-around
My
perception of most "walkthrough" presentations is that
someone has placed me in a shopping cart with a plastic bucket on
my head from the veterinarian's, and then is running me through
the project, flailing around corners.
The
speed is generally much too fast and any lateral motion of a single
lens camera is very disconcerting. As a rule of thumb, presentations
would be more interesting to an audience if a few simple film and
video techniques were used. Most forward motion is straight ahead
and when turns are needed, the camera slows to a crawl or stops
completely while the camera slowly turns.
By
editing a series of these short clips together for your presentation
you will convey more information and make the viewer more comfortable.
Speed
Kills
What
is "too fast" and how do you adjust it? Let's look at
speed first. There are a few set numbers that happen to make it
easy to calculate a good base speed for walking camera motion.
Practically
all video in the US uses the NTSC standard playback of 30 frames
per second. The average adult step length is around 30 inches and
when walking a client through a project one step per second is a
comfortable speed. Doing the math results in 1 inch of forward motion
for each frame of animation. Therefore you can measure the length
of an animation path (use the Utilities/Measure tool) and set the
total number of frames in the sequence to the number of inches in
the path.
While
velocity control of animated objects can be adjusted by playing
with the keys created, this is not very intuitive and can quickly
lead to frustration even for seasoned animators.
Start
Stop
Backup
Velocity
Changes in VIZ and max
One
method for controlling the animation velocity of objects is through
the use of Ease Curves. Ease Curves give you a clear graphical representation
of a base motion that can easily be adjusted as an override to the
original motion. If you mess something up it is easy to reset or
remove the adjustments without changing the original animation.
The process is simple, but there are a few specific steps you have
to follow to make it work.
I'll
walk you through a simple exercise that will combine the use of
a Path Constraint to set the initial animation with an Ease Curve
to adjust the velocity of the object. I'm going to keep it very
simple to allow you to concentrate on the process. I suggest you
try a simple example of your own after learning the process and
work up to more complex scenarios gradually.
Scene
Setup
In
the Perspective viewport, create an Ellipse that is 15'0" in
Length and 30'0" in Width. Create a small box that is 1'0"
x 2'0" x 1'0". See Figure 1

Figure 1: Create an Ellipse path and a Box object
in the Perspective viewport
Note:
if you are working in display units other than feet and inches,
you can still enter the numbers as shown above and they will be
converted to metric or whatever units you are using.
Select
the box and, in Motion Panel, Assign Controller rollout, select
Position: Bezier, click the Assign Controller button, and double-click
Path Constraint in the dialog. See Figure 2.

Figure 2: Assign a Path Constraint to the Box object
In
the Motion Panel, Path Parameters rollout, click the Add Path button
and pick the Ellipse. Check the Follow option and Constant Velocity.
This causes the box to stay perpendicular to the path and to travel
at a constant speed. See Figure 3.
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Play
the animation back in the Perspective viewport to see the
motion of the box.
Note:
if you are using 3ds max 5, the box will not be traveling
at a constant velocity. Because of the new Auto Tangent feature
the box will start and end slowly. That can be adjusted later.
To
calculate the current speed of the box, go to Utilities Panel,
click Measure button, and pick the Ellipse in the scene. You
will see that it is 72'7 7/8" long. Rounding that to
73 feet, your animation should be around 73 x 12 or 876 frames
for a reasonable walking speed. In this exercise you will
leave the frame count to 100 to better see velocity changes.
Easy Now!
To
apply Ease Curves to the animation you need to open Graph
Editors, Track View (Curve Editor in 3ds max 5). In Track
View, expand Box01 to see the Percent option. Path Constraint
automatically created two keys, 0 percent along the path at
the beginning and 100 percent along the path at the end, to
animate the box. See Figure 4.
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| Figure
3: Check Follow and Constant Velocity in Path Parameters rollout. |
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Figure
4: Track View with Box01 expanded and keys showing in the right
panel.
To
apply an Ease Curve you must be viewing the Function Curves of the
animation, not the keys. In the Track View toolbar, click the Function
Curve button. The displays the Percent as a straight line curve
(constant velocity). See Figure 5.

Figure 5: Click the Function Curve button in Track
View to view the animation as a straight-line curve.
Now
click the Apply Ease Curve button just once. You won't see anything
happen, just yet. See Figure 6.

Figure 6: Click the Apply Ease Curve button once.
Click
the new plus sign to the left of Percent in the left panel to expand
it. Then highlight Ease Curve to display the curve in the right
column. It is a copy of the underlying animation so is shown as
a straight line, but it has an extra key in the middle of the line.
Finally
You
are in Control
Pick
the key box in the middle of the curve and you will see in the numeric
fields at the bottom of Track View that this point is at frame 50
and is 50.000 percent along the path.
In
the right numeric field enter 25 and press Enter. The curve is now
flat on the left and steep on the right. See Figure 7. Play the
animation. Where the curve is flat the box is stopped. As the curve
is steeper the box travels faster.

Figure 7: Enter 25 in the right numeric field of
the middle control point.
Click
the Add Keys button in the Track View toolbar and pick on the green
curve near where it intersects the 60 frame line. See Figure 8.
Then, click the Move Keys button so you don't inadvertently create
another new key. In the right numeric field, enter 28 and play the
animation. The box starts slowly and eases to a pause at frame 50
near 25 percent along the path. It then increases over the rest
of the 100 frames.

Figure 8: Click Add Keys button and add a new key
on the path at near frame 60 on the graph.
For
the key that you added change the numeric fields to be 60 and 25.
Then, click the original key and change it to read 40 and 25. Play
the animation and you will see that the box slows and backs up slightly,
then proceeds at around 25 percent along the path. Whenever the
curve slopes down to the right, the object is traveling backward.
Select
the key at frame 40, right-click on it and change the Out tangency
to Linear. See Figure 9.

Figure 9: Select and right-click on the key at frame
40. Change the Out tangency to Linear with the flyout buttons.
Choose
the key at frame 60 and change the In tangency to Linear. The curve
should be horizontal between the keys and the box should come to
a full stop for 20 frames and progress onward after frame 60. See
Figure 10.

Figure 10: By adjusting the outgoing and incoming
tangency of keys you can bring an object to a full stop, indicated
by a horizontal section of the curve.
Play
with the positions of the keys and the tangency settings and you
will soon develop a feel for the curves that allows you to accurately
adjust your object velocity with ease. Don't forget that the overall
animation is still the same so if you slow an object at one point
in time it will have to speed up elsewhere to compensate.
To
change the overall animation you must use Time Configuration and,
because there is existing animation, you must access Rescale Time
and lengthen or shorten the total number of frames.
Summary
This
method of controlling animation velocity of cameras or objects in
a scene is a great way to give you control and visual feedback.
Start
with a simple base animation and make your adjustments with the
Ease Curves so that if you mess up an animation you can reset or
remove the curve without losing the base animation.
My
usually setup would be to animate a Dummy object along a path with
this method, without using the Follow option in the Path Constraint.
Then, link a camera to the dummy and rotate the camera independently
by setting keys to have the camera look left and right. This separates
the motion from the rotation allowing more control and less confusion
with a multitude of keys to keep track of.
Investigate
Multiplier Curves, too, in your spare time, of course.
In
any case, have fun.
Ted
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