An Introduction To 3D Animation Tutorial Four: Cameras and Lights
An Introduction To 3D Animation Tutorial Four: Cameras and Lights
Tutorial Four
Cameras and Lights
Selected light source Parameters
Malcolm Wilson
An Introduction to 3D Animation
PRE-PRODUCTION
Duplicating objects
There are a number of ways to duplicate any object in max. The simplest is a straightforward Clone –
either through the Edit Menu or by holding down the Shift key while moving the object with Select and
Move, Select and Rotate or Select and Scale.
In this tutorial you’ll meet a couple of new tools which can create multiple clones of an object in some
sort of pattern. One of these is Snapshot, which clones an object as it moves through its animation.
Imagine creating clones of the NGon in Tutorial Two as it flies through the letters of your name.
However, unlike normal clones, Snapshot only copies the object and not the animation – all of the
Snapshot clones will be stationary.
The same is not true of the Array tool, which is ideal for creating rows or ranks or stacks of objects in
straight lines, circles or arcs only. The Array tool will copy any animation applied to the object as well as
the object itself.
Cameras
So far, we’ve only used viewports for rendering. Camera objects in max are non-renderable – just like
some particle emitters and space warps. Cameras are really just movable perspective viewports – they
can be animated just like any other object in max. They also offer a couple of camera-based effects –
Multi-pass Depth of Field and Multi-pass Motion Blur. We won’t use these effects – partly because they
are slow, but also because they are not compatible with something called Video Post (see page 6).
Multi-camera control
Video Post is a section of max which allows us to fade and cross-fade between cameras (Section 5 of
the OCN Assessment Criteria mentions multi-camera control – see the Log Book)
Lights
Lights in max, like the cameras, are also non-renderable. There are specific types of source designed to
shine “light” in different directions – in some sort of well-defined beam or everywhere. They shine light
onto other objects in the scene but the light objects themselves do not appear in renderings unless you
apply certain Rendering Effects – either through the Environment and Effects dialogue or through Video
Post. Gmax offers a simpler choice of lights, but without the rendering effects.
Shadows
Whenever you create a light, it will not cast shadows unless you specifically turn these on. Shadows
cost – in terms of processing time and memory usage. Therefore max provides five different shadow
types which offer different quality/speed settings. Shadows only appear in renderings. They are not
shown in viewports (see the front cover of this tutorial)
Page 2 of 27
Tutorial Four
• In the Perspective Viewport, use Keyboard Entry to create a Cone (Radius 1 = 12, Radius 2 = 6,
Height = 5)
• Turn on AutoKey
• Increase the height of the Cone to 40 (use the Parameters Rollout, not the Keyboard Entry)
• Use Keyboard Entry to create a Helix shape in the Perspective Viewport (Radius 1 = 80, Radius 2=
20, Height = 0)
• Use the Motion Panel to give the Cone a Path Constraint Animation Controller, and assign the Helix
as the Path.
• Stop the Playback and make sure that the Cone is selected.
• Click on the Tools Menu and select Snapshot. The following dialogue
appears.
• Select Range.
• Either way, select all the Cones and keep them on screen for the next exercise.
Page 3 of 27
An Introduction to 3D Animation
Notice the options available this time. The Show Trajectories Toggle allows you to turn trajectory display
on or off without going to the Display Panel and the Keyframe option lets you set a key for the selected
object at the current frame without turning on Autokey.
• Now just press the letter v on the keyboard (no mouse click)
This is the Viewport Quad
Notice that it offers to change the active viewport into a Camera View. If you click
on this, it will just tell you that there are no cameras in the scene.
• Up on the Main Toolbar, find the Align tool. Click and hold on this tool with the left mouse button.
The following other tool options will appear.
Situation 1 – no cameras in the scene (note: this does NOT work in gmax)
Notice that you can see the camera icon in the other viewports.
Page 4 of 27
Tutorial Four
TIP: This shortcut will not work if you have an orthographic viewport selected. You cannot match a
camera to an orthographic viewport.
Situation 2 – a currently selected camera in the scene (this one DOES work in gmax)
• Press Ctrl + c
The currently selected camera moves to mimic the view of the perspective viewport BUT the perspective
view is not swapped to look through this repositioned camera (the viewport name remains “Perspective”)
• Press c to swap the currently selected viewport to look through the currently selected camera
(Camera02)
• Up on the Main Toolbar, click on the Camera Align tool we met earlier
• Experiment with clicking on the surface of different cones. You have to re-select the Camera Align
tool each time. When you hold down the mouse with this tool, the pointer shows a normal to the
selected point on a surface. Release the mouse button and the selected camera will jump to a new
position to look along the normal, directly at the point you clicked on.
• Click in the perspective viewport to define the position of the Camera body, then
• Drag the mouse and release the mouse button to define the position of the Target
Both Camera and Target are initially located lying on the grid of the current viewport.
1. Target cameras always look at anything around the target.
2. Target cameras are easier to aim
3. Free Cameras have to be rotated to aim at the objects you wish to include in the view.
4. Free Cameras are easier to use with Trajectories
5. Free Cameras can Bank along a Path.
Page 5 of 27
An Introduction to 3D Animation
TIP: You can Select and Move the Target independently of the Camera itself, but the Ctrl + c option will
move both Camera and Target to mimic a (non-orthographic) viewport.
TIP: If you need to animate the movement of a camera in your scene, using a Free Camera will give a
more natural cinematic look. A Target camera moves in a more artificial way because it always looks at
exactly the same spot in the scene as it moves. (ie the Target)
• Press Ctrl + c and the currently selected camera (Camera03 and Camera03, Target) will move to
mimic the position of the currently active viewport (the perspective viewport)
• Press c and the currently selected viewport will change to look through the currently selected camera
So now the Perspective viewport is set to look through the Target Camera (Camera03)
TIP: If no camera is selected, then pressing c will bring up a list of available cameras for you to choose
from. OR you can press v and use the viewport Quad to select the view you need. (OR you can right-
click on any viewport name and select the word “Views”)
Obviously you can use the Select and Move and the Select and Rotate tools to position cameras, but it is
usually much simpler and more intuitive to set a perspective view correctly and then use the Ctrl + c
shortcut to align a selected camera to copy this view. (Use F3 to swap between wireframe and shaded)
Notice that some of these icons are poorly designed. It is very difficult to identify the Dolly Camera, Dolly
Target and Dolly Camera + Target tools simply by looking at the icons themselves. You have to stop
and check with the Tool Tips.
However, on the plus side, although some of the tools have changed, the same shortcuts still work. Use
Ctrl + r to orbit the camera (It’s the same as rotating the perspective view to a new position.)
• Make sure no camera is selected and right-click on the Left Viewport to make it active
• Use the same method on the Top viewport to make it look through Camera01.
So now we have three viewports showing the views through our three cameras, but what about
rendering? Normally when you render a file you can only specify a single viewport (or camera) for the
entire sequence. What if you want to cut or dissolve between different cameras?
Video Post is really a Compositing Tool, where Computer-generated and/or live-action video or still
images can be combined together. We could have used Video Post to combine the Snow particle
Page 6 of 27
Tutorial Four
system with the snow scene photograph in the last tutorial. Obviously another approach would be to
render the views from different cameras to individual AVI files and then combine them together in Video
Post or in Video Editing program such as Adobe Premiere. Video Post provides many of the same tools
without us having to leave max. Video Post can also include various rendering effects – such as glows
and Lens flares and YET ANOTHER type of Motion Blur called Scene Motion Blur!
There are four main sections to Video Post
Video Post Toolbar – provides the Video Post commands
The Queue – this lists the various elements which are to be combined
together.
Event Track Area – defines the number of frames over which a particular
element will be active.
The VP Status Bar and View Controls – shows information about the
currently selected element and lets you control the display of tracks in the Event Track Area
• Click OK
Page 7 of 27
An Introduction to 3D Animation
• Notice that we can only see about 30 frames in the Event Track Area, so click on the Zoom Extents
button here
And the Event Track Area is zoomed to show the current length of the entire queue.
The Queue automatically adjusts to last as long as all of the events listed, so it’s only 40 frames long at
the moment to match the Camera01 event.
Obviously at this point, we could set up the 25 frame Fade In for Camera01, but I’m going to put in all the
Camera events first and then set up the various fades and dissolves. Once you’ve seen how it’s done
then you can decide how you prefer to work.
Let’s just review how the sequence will work:-
Camera01 is “used” for the first 40 frames – the first 25 frames of this will be a fade in.
Camera02 will start from frame 41 and finish on frame 75 – part of this will be a cross-fade to…
Camera03 will start from frame 50 and carry on until the end of the
sequence at frame 100 – part of this will be a cross-fade from Camera02
and a fade-out at the end.
• Click OK
Page 8 of 27
Tutorial Four
…and now the queue looks like this…
• In exactly the same way, add in another Scene Event. This time select Camera03 and set the VP
Start and End Times to 50 and 100 respectively.
TIP: if you need to edit any event in Video Post, just double-click on it. You can double-click on the
event name in the Queue or on the relevant bar in the Event Track Area.
TIP: Start and End frames can either be set by typing numbers into the relevant dialogue OR by
dragging the white squares at the end of each Event track. Entire tracks can also be dragged to new
positions. (The VP Status Bar gives a readout on track start, end and frame length as you drag)
Incidentally, if we were to render this sequence now then we would look through Camera01 for the first
40 frames, then cut to Camera02 for 9 frames and then cut again to Camera03 from frame 50 onwards
(items lower down the queue are the last to be rendered)
Page 9 of 27
An Introduction to 3D Animation
• The Fade automatically sets itself to last as long as the Camera01 event, so change the VP End
Time to 25 as shown here.
Notice that the Fade Event has been added to our selected camera, Camera01.
IMPORTANT: Some tools in Video Post only become active when you select two events. For
example…
TIP: You can also re-order the queue by selecting an event and dragging it up or down the queue list to
a new position.
• Click on OK
Page 10 of 27
Tutorial Four
Now although Camera03 Scene Event is being used as part of the Cross Fade Transition, we can still
use it for the final Fade Event providing that we’re careful with setting VP Start and End Times
• Click on OK
And the Video Post Queue now looks like this…
Notice that the Cross Fade Transition does not clash with the final Fade Out. Even though both of them
use the same Camera03 event, they occupy different time sections of the animation. (If these two
events did overlap then the Fade Out event would dominate since it is listed lower down the queue.)
The bottom-most event in a Video Post Queue should normally be an Image Output Event (Ctrl + o).
This allows you to define an AVI file to save the rendered sequence.
• Click on Files
• Back in the Add Image Output event dialogue shown here, check that it
is set to cover all the frames of the animation (it does not have to, of
course). And click OK
• On the Video Post Toolbar, click the Execute Sequence button (Ctrl + r)
• Under Time Output, select Range and the full 100 frames
(i.e 0 to 100)
• Click on Render.
• When the rendering finishes, go to the File Menu and select View Image File. Navigate to your
Tutorial Four folder and playback the VPtest.avi file.
Notice that the video feels rushed. Fades and dissolves tend to need more screen time than we have
allocated.
Notice also that the surface shading of the objects shimmers slightly as the fades and cross-fades
happen. This is an effect of the image compression carried out by the Cinepak Codec and only become
apparent when you playback the finished animation. Although we’re not going to worry about this for this
course, such “moving image artefacts” are always produced by the scanline renderers in max, XSI and
Maya and this is the main reason that these programs are used alongside the separate rendering
systems – mental ray and Renderman – for film-based special effects.
Page 12 of 27
Tutorial Four
6. Start by introducing just four Scene Events – one for each of the three cameras plus the Top
viewport OR if you prefer, you can load in the VideoPostTest file you saved earlier and
modify that instead.
7. Save the Video Post file as you work, to the Tutorial Four folder, under the filename SimplePost
8. Create an Image Output Event set to a file called SimpleScene.avi to be saved in the Tutorial
Four folder using the Cinepak Codec as usual.
9. Render this Video Post Queue at 640 x 480.
10. Show your tutor the saved Video Post file and the rendered video and keep this scene loaded
for the next exercise.
This is one way to solve this task. I’ve labelled the various events to make them easier to identify.
Page 13 of 27
An Introduction to 3D Animation
Animating Cameras
• Keep the previous scene loaded for the next exercise but minimise Video Post for the time being
(we’ll need it again shortly)
As well as fading or dissolving between cameras, individual cameras can also be animated to move
around your scene. There are a few terms to understand.
Pan – the camera stays in the same position but is rotated from side to side. This is not the same
as the usual viewport Pan we’ve met before.
Tilt – the camera stays in the same position but is rotated up and down.
Truck – the camera moves crab-wise (sideways). Truck shots nearly always use Pan as well.
Dolly – the camera moves towards or away from the action (always used in preference to a zoom)
IMPORTANT TIP: Students nearly always make the mistake of moving cameras too far and too fast in
their animations. If cameras move at all, then the speed of movement should match the pace and tempo
of the action they view, so that the audience is not distracted by inappropriate camera behaviour. (For
irritating and distracting camera work, watch an old episode of the TV series NYPD blue)
• Use the Dolly Camera tool on the correct viewport to pull Camera02 back a small distance, away
from the teapot, so that a little more of the lid can be seen as well.
• Press Play
As the animation plays the Camera02 viewport will show the camera movement between frames 37 and
77.
Why 37 and 77? Well if you look back at the Video Post file you will see that the final rendering only
uses Camera02 between frames 40 and 75. Setting the Keyframes a little longer than this ensures that
the Camera is already moving when we look through it. If you drag the key at frame 37 up to frame 50,
then the camera will start to move during its shot (which may be just what you need).
IMPORTANT TIP: When you animate several cameras around other animated objects it is important to
make sure that cameras and objects are in the right place at the right time. Again, rendering Previews of
relevant frame sequences helps you to check what’s going on.
• Turn on AutoKey
• Use Select and Move and the Transform Type In and increase the X value by about 10
Page 14 of 27
Tutorial Four
• With Camera03 still selected, go to the Track Bar and drag the Key at frame zero up to frame 60
Again, this ensures that Camera03 is already moving when we look through it.
IMPORTANT TIP: The real skill in multi-camera control lies in synchronizing scene events with camera
movement and Video Post events.
• Re-render the Video Post Queue (Ctrl + r). Answer Yes to overwriting the SimpleScene.avi video
file.
• Press h and select Camera03 (this should be the camera body of the target camera)
• Select the Modify Panel to show the settings for the currently selected camera.
• Change the Lens value and watch the Camera viewport (usually, you need to
make sure that the camera you are changing is also one you are looking
through in a viewport)
Orthographic Projection – makes the camera viewport look like a User view (ie the
camera seems to be infinitely far away and fitted with a large telephoto lens).
Leave this control off.
Stock Lenses group – click on a few of the buttons to select different standard
lens sizes.
Multi-Pass Effect – there are three camera-based effects – Depth of Field and
Motion Blur and Depth of Field (mental ray). The last option can only be used if
mental ray is selected instead of the Scanline Renderer. Only one effect can be
applied to a single camera.
“Multi-pass” really means “multi-image”. So max renders (say) 12 images and then
combines them together to create a single frame!
Sadly Video Post does not support direct multi-pass rendering of motion blur or depth of field.
You can only render a multi-pass effect by pressing F10 and setting up a normal AVI file output.
You then need to add these AVI files into Video Post as Image Input Events; then set up the fades
and cross fades between these AVI files and finally re-render the whole sequence to a new AVI
file. Rather more time consuming.
Multi-Pass rendering really comes into its own when computer generated images must be integrated
seamlessly with Live-action footage. But of course, accurate 3D motion blur is only one aspect of image
appearance and everything else – from the materials used to the choice of anti-aliasing method must be
chosen appropriately. As you might expect, rendering times get even longer!
Page 16 of 27
Tutorial Four
Introducing Lights
Reset max (don’t save)
• Draw a Plane in the Perspective viewport and adjust its size to 800 by 800.
• Move the Sphere upwards so that it floats just above the Plane
• Click in the Perspective viewport and drag the mouse. Release the mouse to define the Target.
The Direct light appears on the grid and max’s default lighting is switched off in favour of the new light.
• Drag the mouse over the surface of the Sphere and/or the Plane. The Direct light will move to
position the specular highlight where required.
Using Place Highlight is one way to position Omnis, Directs and Spots.
Page 17 of 27
An Introduction to 3D Animation
• Press F3 to make this a shaded view
You can look through Spots and Direct Lights, but not Omnis.
Because we are looking through a light, some of the View Controls have changed. Label this screenshot
________________________ ________________________
________________________ ________________________
________________________
________________________
________________________ ________________________
• Experiment with clicking and dragging the Light Falloff tool in the Direct01 viewport
Notice what happens to the diameter of the light beam
• Activate the Perspective viewport and Quick Render (Shift + q) and clone the
image
Look at the edge of the light beam
• Experiment with clicking and dragging the Light Hotspot tool in the Direct01
viewport
• Quick render the Perspective view again and compare the two images
IMPORTANT: 1) the Light Hotspot tool creates a soft edge to the illuminated area.
2) max only calculates shadows within the Light Falloff area. 3) Along with Place
highlight, looking through lights is the other main method for positioning lights
Page 18 of 27
Tutorial Four
Shadow Types
There are five different types of shadows:
So if you are recreating a bright sunny day, use Advanced raytrace shadows, cast by a single large
Direct light (Target or Free as you wish). Use dimmer, non-shadow casting Omnis as fill-in lights to
make shadow areas less black.
For overcast daylight or interior scenes, use Area Shadows
We’ll focus on these two Shadow Types but of course there may be situations – such as scenes which
don’t have objects with transparency or opacity mapping – where simpler and faster shadow types will
produce the result needed. It’s the usual speed/quality trade-off
• Change the RGB values to 250, 255, 175 (or equivalent HSV values are 45, 80
and 255).
In clear weather, sunlight is typically pale yellow. Obviously this colour is not constant. Cloudy weather
Page 19 of 27
An Introduction to 3D Animation
can tint sunlight blue, shading into darker grey for stormy weather. At sunrise or sunset, the colour shifts
towards orange/red. (A directional light can also simulate moonlight, which is white but very much
dimmer than the sun. Fill lights can be dim, deep blue Omnis)
• In the Directional Parameters Rollout, decrease the Falloff value so that only part of the sphere is hit
by the light beam.
Notice that this does the same as using the Light Falloff tool in the light’s viewport.
• In the General Parameters Rollout, select Adv. Ray Traced from the list of Shadows.
• Quick Render and Clone a fourth time. Notice the slowdown in rendering thanks to the raytraced
shadow.
IMPORTANT: Shadows are only calculated within the Falloff region. So use this to create shadows
where they will definitely be seen in the video. Use Overshoot to light other objects in your scene which
do not need to cast shadows.
Fill lighting
It is normal to have at least one, non-shadow casting Omni light in the scene to fill in shadow areas (true
black shadows only occur in outer space with no nearby illuminated or radiant
objects to fill shadow areas with light). Complex scenes may need more Omnis.
The Omni-light icon appears on the grid. Keep this new light selected
• Re-position this Omni light so that it will light both the shadowy side of the sphere
and the shadow on the plane.
In the Modify Panel, reduce the Multiplier value to 0.3 as shown
• Select the Omni Light and reduce the Multiplier to 0.05 and for the colour, reduce
the R and G values to zero to leave only blue to fill in the shadow areas.
Again, some experimentation with these values will be needed in different scenes
• Of course, believable daytime or night time scenes depend on far more than just
a couple of lights. The modelling of objects has to look convincing, as do the materials applied to
them and the chosen background. Always remember that this course is only an Introduction to
Animation and don’t get bogged down in photorealism.
Page 20 of 27
Tutorial Four
Page 21 of 27
An Introduction to 3D Animation
Light Speed
Keep the previous scene loaded for this exercise.
Omni Lights render the quickest and since interiors are always characterised by multiple light sources,
you should start with these.
It is always necessary to have some sort of Fill light in a scene (so called because its job is to “fill-in”
shadow areas). If you’re using an Ambient Only setting, this can be placed anywhere in the scene.
However, the Ambient Only setting can create some odd effects, especially when used at higher levels
of illumination. Using the “just Diffuse” setting (as we did in the last Task) is a safer bet, but then the
light does have to be in the right position to illuminate the underside of objects. Either way, Fill lights
should either not cast shadows at all or cast very feint Area Shadows.
The number of fill lights needed in a scene will increase if you need extensive camera movement.
Looking at the ashtray from the far side would need at least one (preferably more) fill lights to light other
sections of the underside of the ashtray. Obviously it is important to be able to adjust the overall
brightness of all these lights
Negative Brightness
• Select one of the three, shadow-casting Omni lights in your scene
• Reduce its Multiplier to 0.2 and re-render. That particular light will be dimmer.
• Reduce the Multiplier value still further to make it negative (say, -0.9)
• Quick Render
Notice that the shadow area is now brighter than the surroundings – negative multiplier values absorb
light from the scene and brighten the shadow. Surprisingly, this can be useful when used alongside a
light’s Attenuation Parameters. You can use a (non shadow-casting) light with a negative multiplier to
create a small darkened area in the corner of your scene. This is often an easier approach than trying to
create the same effect by adjusting the main lights in a scene.
• Go to the Tools Menu at the top of the screen and select Light Lister.
• These buttons turn on the Modify Panel for the relevant light. Try them out
The Light Lister cannot control more than 150 unique light objects at a time(!) This is seldom a
handicap.
Page 22 of 27
Tutorial Four
• Use Select and Move and the Transform Type In to move it to X=200, Y=0, Z=50
This re-positions the Origin of the current transform to the centre of the perspective view (the World
Origin) – if you look closely you’ll see that the red axes tripod has been moved from the object to the
centre of the grid. This is the point about which we’ll create a circle of lights.
• Go to the Tool Menu and select Array or click on this button in the Main Toolbar
The following dialogue appears
• Click on OK.
And the light is copied nine times around the Transform Coordinate centre.
Keep this scene loaded for the next task
Page 23 of 27
An Introduction to 3D Animation
Page 24 of 27
Tutorial Four
There is one very important thing to do when you come to start building your scene:-
Save regularly – so that you can call up earlier work easily when you need to capture
screenshots. And if disaster strikes, you can get up and running again easily
Page 25 of 27
An Introduction to 3D Animation
Getting started
Decide on the lighting – it can be anytime day or night. Where and what is the main source of light
(this is known as the “Key light”)? Where might the fill lights need to go? What about shadows?
Deciding on the “look”. Does the fountain look organic, industrial or geometrical or how about a
mixture of the three?
Deciding on numbers – how many pools? How many letters? How many pipes? How many different
colours of metals? How many pipes spray water? How many different colours of water? How many
spheres?
Deciding on sizes and proportions – this is where the sketching comes in. Start with a stick figure
representing you looking at the fountain. How high are the innermost pools? How wide should the
whole fountain be to stay in proportion to the height of these pools? What about the pipes? How much
higher should some of these rise into the air? How large is the central sphere? Where should the other
water jets be positioned? How high should the other spheres rise on their jets of water?
Deciding on how it works – any design looks more convincing if it works according to some believable
rules. These could be the laws of Physics – but you can pick and choose which ones you want to use.
Some of the pipes spray water. How far, wide and fast should these sprays be? You also need to
decide on the reason WHY the water sprays stop spraying for a moment and then start again. What’s
going on that would require this? As you sketch, possible reasons should suggest themselves. You’ll
need to sort out the timing.
Decide on the surroundings – what about this courtyard? What is the ground under the fountain like?
What are the sides of the courtyard like?
Start building objects in gmax – the courtyard, the fountain, the 3 cameras and the lights. Use dummy
objects (look under Helper objects) as stand-ins for the particle emitters, to test out your ideas.
Problem Solving
In gmax – setup a total of three cameras, at least one should be animated smoothly and slowly.
In max - How can you set up particle systems to stop and start spraying repeatedly? (Clue – think about
particle systems – plural)
As some of the pipes rotate, how can you animate the particle systems so they look like they stay in the
ends of the moving pipes? (Clue – you need the first Animation Controller – also available in gmax)
Page 26 of 27
Tutorial Four
Your checklist
This assignment will be complete when the following conditions are satisfied:-
Scene created which includes all the features covered in the description.
Three cameras used and at least one of them animated along a short path.
Final Video is 500 frames long and uses the PAL frame rate.
Page 27 of 27