Animating Text in 3ds Max - Part 3 - Using Audio Files

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Industry
  • Games
  • Design Visualization
Subject
  • Animation
  • 2012
  • Action
  • Audio
  • Motion Graphics
  • Workflow
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
5 min

Animating Text in 3ds Max - Part 3 - Using Audio Files

This tutorial is a continuation of Part 2, in this tutorial you learn how to build a double bass.


Notes

  • Recorded in: 3ds Max 2012
  • This tutorial is intended for use with 3ds Max version 2012 or higher.

Transcript

00:00:00 --> 00:00:05
With the trumpet and congas in place, it is now time to tackle the double bass.

00:00:06 --> 00:00:10
Create text that reads DOUBLE BASS in the front view.

00:00:14 --> 00:00:20
Set it to a size of about 120 and use the Broadway font for it.

00:00:23 --> 00:00:27
Extrude it by about 70 or 80 units,

00:00:29 --> 00:00:32
and rotate it to stand up as you did with the congas.

00:00:36 --> 00:00:41
Add a Quadrify Mesh modifier; you may need to play with the % value later.

00:00:42 --> 00:00:46
Add a FFD(box) modifier,

00:00:48 --> 00:00:52
and set its number of points to 3x8x3

00:00:57 --> 00:00:59
Play with the control points to get a shape you like.

00:01:00 --> 00:01:06
Start by curving the front and back by slightly scaling the center column in the top view.

00:01:06 --> 00:01:14
You can then select the second and forth rows in the front view, and scale them horizontally.

00:01:18 --> 00:01:23
Keep on adjusting control points until you get a shape that you like.

00:01:34 --> 00:01:43
If vertices start to pinch, adjust the control points to minimize distortion or you can try a different percent value in the Quadrify Mesh modifier.

00:01:48 --> 00:01:53
Use the Reset XForm utility to reset the object's local orientation.

00:01:53 --> 00:01:56
Add a UVW Map modifier,

00:02:03 --> 00:02:07
and create a material for the bass based on the provided bitmap.

00:02:15 --> 00:02:20
You will need to adjust the mapping coordinates so that the wood grain looks reasonable.

00:02:24 --> 00:02:29
Once you're happy with the result, collapse the object to an Editable Poly.

00:02:29 --> 00:02:35
As you did earlier, relocate the pivot point so that it is at the base of the instrument.

00:02:40 --> 00:02:46
To keep things tidy, rename the various objects by their instrument's name, BASS,

00:02:48 --> 00:02:50
TRUMPET,

00:02:52 --> 00:02:54
HI CONGA,

00:02:56 --> 00:02:58
and LO CONGA.

00:02:59 --> 00:03:04
Go to the Slate Material Editor. Notice the bitmap you imported earlier.

00:03:04 --> 00:03:07
You will set it to appear as a scene background.

00:03:08 --> 00:03:12
Double-click it and set it to work in Environment > Screen mode.

00:03:12 --> 00:03:15
It will simply act as a camera backplate.

00:03:16 --> 00:03:23
Press 8 to display the Environment dialog, and then instance the map as an Environment Background.

00:03:26 --> 00:03:29
Close all windows and test render the Perspective view.

00:03:35 --> 00:03:43
You still need to adjust your view and in order to help with that process, simply merge the file named Addons.max.

00:03:45 --> 00:03:51
It contains a camera, two lights and a circular ground to catch the spotlight.

00:03:51 --> 00:03:56
Switch the Perspective view to display the Camera view by pressing the C hotkey.

00:03:57 --> 00:04:02
You still need to adjust the position and rotation of the instruments to fit the camera shot.

00:04:02 --> 00:04:07
For that, it's easier if you display the background image in the viewport.

00:04:07 --> 00:04:13
Press Alt+B and enable Use Environment Background and Display Background.

00:04:15 --> 00:04:18
Make the necessary transform adjustments.

00:04:35 --> 00:04:39
Also make sure your rendering is set to mental ray for final render.

00:04:53 --> 00:04:57
In the next movie, you animate the musical instruments.
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Tags
  • 3ds Max
  • Animation
  • 2012
  • Action
  • Audio
  • Motion Graphics
  • Workflow
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