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.
- Recorded in: 3ds Max 2012
- This tutorial is intended for use with 3ds Max version 2012 or higher.
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With the trumpet and congas in place, it is now time to tackle the double bass.
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Create text that reads DOUBLE BASS in the front view.
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Set it to a size of about 120 and use the Broadway font for it.
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Extrude it by about 70 or 80 units,
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and rotate it to stand up as you did with the congas.
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Add a Quadrify Mesh modifier; you may need to play with the % value later.
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Add a FFD(box) modifier,
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and set its number of points to 3x8x3
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Play with the control points to get a shape you like.
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Start by curving the front and back by slightly scaling the center column in the top view.
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You can then select the second and forth rows in the front view, and scale them horizontally.
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Keep on adjusting control points until you get a shape that you like.
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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.
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Use the Reset XForm utility to reset the object's local orientation.
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Add a UVW Map modifier,
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and create a material for the bass based on the provided bitmap.
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You will need to adjust the mapping coordinates so that the wood grain looks reasonable.
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Once you're happy with the result, collapse the object to an Editable Poly.
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As you did earlier, relocate the pivot point so that it is at the base of the instrument.
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To keep things tidy, rename the various objects by their instrument's name, BASS,
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and LO CONGA.
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Go to the Slate Material Editor. Notice the bitmap you imported earlier.
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You will set it to appear as a scene background.
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Double-click it and set it to work in Environment > Screen mode.
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It will simply act as a camera backplate.
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Press 8 to display the Environment dialog, and then instance the map as an Environment Background.
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Close all windows and test render the Perspective view.
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You still need to adjust your view and in order to help with that process, simply merge the file named Addons.max.
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It contains a camera, two lights and a circular ground to catch the spotlight.
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Switch the Perspective view to display the Camera view by pressing the C hotkey.
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You still need to adjust the position and rotation of the instruments to fit the camera shot.
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For that, it's easier if you display the background image in the viewport.
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Press Alt+B and enable Use Environment Background and Display Background.
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Make the necessary transform adjustments.
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Also make sure your rendering is set to mental ray for final render.
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In the next movie, you animate the musical instruments.