Transforms and Animation

Chapter 5

This chapter will discuss principles of animation via MAXScript. All animation in3ds Max is implemented using one of the many controller classes accessible in the Track View and Motion Panel, or assigned automatically by 3ds Max when you use the Animate button to do key framing. These controller classes are fully accessible through MAXScript.

Objectives

After completing this chapter, you should be able to:

  • Work with the position, rotation and scale transforms in MAXScript.
  • Calculate rotations accurately.
  • Change an object’s pivot point or axis of rotation.
  • Create and delete animation keys.
  • Work with controllers.
  • Work with tangent types.

Introduction

In this chapter, you will learn to use transforms effectively ...

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