Game Development Reference
In-Depth Information
This chapter and this topic were only the beginning in the study of a program as
deep and complex as 3ds Max. You should now be familiar with many of the basic
concepts of the program. Hopefully you have followed the examples and are now
ready to go on to some more advanced concepts.
You have made it through this topic—congratulations! (Unless, of course, you
skipped to this section—in which case you need to go back and read the rest of the
book. I can't very well congratulate you if you didn't actually read the topic, now
can I?) But if you did make it this far, congratulations! Well done! I hope you were
able to gain a lot from the examples and instruction. Good luck in your work.
Questions
1. What kind of files do games use for animating characters and objects?
2. Before 3D, how were characters animated in games?
3. What is the advantage of separating motion from the art?
4. The initial drawings of a movement at the extremes of the movement are
called what?
5. If the animation runs at 30 frames per second and a motion lasts for
1.5 seconds, how many pictures need to be drawn for the motion?
6. What is the name of the device that moves the animation from frame to
frame?
7. Where are the Animation Playback controls located in 3ds Max?
8. What two systems does 3ds Max use for setting key frames?
9. A more experienced animator who wants to experiment with a motion
before setting the key frame will most likely use what system for setting
key frames?
10. Why might an animator squash a ball on impact with another object?
11. What should an animator study to learn about character animation?
12. What two types of animation are used with biped models?
13. Footsteps control what part of the Biped character?
14. Which type of animation would an animator use for a swimming animation?
15. What does an animator have to do to give a Footsteps animation more
personality?
 
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