©Royal
Ghost | 22.09.2003
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Introduction
| "Have
you ever stood and stared on
Matrix? Marveled at its beauty...its
genius?" (Agent Smith)
Trinity
hangs in the time and the space.
Neo dodges flying to him bullets.
All this CG effects shook millions
of spectators all over the world.
Now nobody can be impressed
by them. But suitable using
them will give your animation
some piquancy.
How to make effect of frozen
time in 3DS MAX? Such effect
in cinema is made that way.
At the same moment the scene
is shot by multiple cameras
from different angles and positions
on the path. Shot frames sequence
are collected in video. As a
result spectator gets impression
of a moving camera at the frozen
world. This method can be used
in your 3D scene by placing
more then 30-60 cameras on the
path. The same frame must be
rendered from each of placed
cameras. Rendered frames sequence
must be collected in animation
(where first frame will be rendered
image from the first camera
on the path and last frame will
be rendered image from last
camera on the path). But it
is inconvenient and hard correcting
method. In order to optimize
this work a number of scripts
(3ds max) are written such as
"MAxTRIX". Creating
such scripts supposes that there
is no possibility of optimizing
this task by standard features
of 3DS MAX. But as it turned
out it is not true.
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As an
example let's take episode from the film
"The Matrix" where Morpheus runs
in the room and agent Smith shoots at his
feet from the left. Camera shows Morpheus
back from the distance. In some frame time
freezes for all objects except for camera.
Camera flies to Morpheus feet rotating at
the same time on 90 degrees. After showing
the bullet penetrating Morpheus leg time
resumes it's run.
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Creating
the camera and a path of it's movement
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| 2.
Jump to 44 frame. Create "Target
Camera" and aim it at the back
of Biped skeleton. Camera's target
must be placed beside the right leg
of Biped skeleton.
Create panel >
Cameras |
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3.
Create curved line01 which will be
the path of Camera01 movement. Drawing
of the line begin from the middle
of the Camera01 and end drawing beside
the Biped skeleton right leg.
Create panel >
Shapes > Splines > Object Type
rollout > Line |
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|  4.
Assign for the Camera01 position controller
"Path Constraint". In rollout
"Path Parameters" using
button "Add Path" add Line01
created before.
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Animating
camera
5.In
the window "Time Configuration"
choose FRAME:TICKS radio button!!! |
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6.Open
Track View - Dope Sheet. Move
Camera01->Position->Percent
key with 0% on 44:0 frame. Move
Camera01->Position->Percent
key with 100% on 44:30 frame.
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Adding
output events in Video Post
7.
Open Video post and
add new event named "Bullet
time" by pressing "Add
scene event" button. In
drop down list choose Camera01.
- Label:
Bullet time
- VP Start
Time: 16:0
- VP End
Time: 46:0
- Turn
off the Lock to Video Post
Range check box.
- Turn
off the Lock Range Bar to
Scene Range check box.
- Scene
Start: 44:0
- Scene
End: 44:30
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8.Add
in the queue new event named "Real
Time" before "Bullet time".
- Label: Real
time
- VP Start Time:
0:0
- VP End Time:
16:0
- Turn off the
Lock to Video Post Range check box.
- Turn off the
Lock Range Bar to Scene Range check
box.
- Scene Start:
28:0
- Scene End:
44:00
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9.Add
in the queue new event named "Slow
down" after "Bullet time".
- Label: Slow
down
- VP Start Time:
46:0
- VP End Time:
66:0
- Turn off the
Lock to Video Post Range check box.
- Turn off the
Lock Range Bar to Scene Range check
box.
- Scene Start:
44:30
- Scene End:
46:00
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10.
At the end of the queue add
"Image Output Event"
which must be the last one.
- Files:
tut_bullettime.avi
- VP Start
Time: 0:0
- VP End
Time: 66:0
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Render
Press
“Execute Sequence”.
Then render animation. If you
made everything correctly you
would get animation clip like
animation GIF at the beginning
of this tutorial.
If you fail to do that you can
check yourself by opening file
bullettime_tut_finish.max
with done tutorial.
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