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Tutorial: Animating the Ship
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We have provided a spaceship model that will be the hero of this shot The ship will descend and land in between the two bins in the camera-mapped scene Over the course of this chapter, we will animate the ship and then render it out in separate passes Now it is time to animate Keep in mind that the camera movement is limited due to the camera map we re using We won t go through the animation step by step here, but we will point out a few things that will help get you going When in doubt, you can view the final shot on the DVD or study the Maya scene files
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In the Preferences window, set the Time to 24 frames per second (fps) (This is the frame rate for film, unless you are going to video, which would be 30 fps) Set the Range Slider to 72 (3 seconds) Again, you could make it longer, but we want to keep render times as short as possible Add the ship to the project by choosing File | Import and navigating to the mcr8_ch27_spaceshipma file Now you can begin animating It s easiest to set the first key for all of the channels on the frame where the ship is in its final position which is on the ground Set that key around frame 60 Go to frame 1 and move the ship up in Y so that it is just above the brick wall in the background, about 3 units high Set a key for that position on the Translate Y channel From here, you can set keys for each of the other channels individually In the example, the ship is moving toward the camera and drifting to the right just a little It is also rotating on its X and Z axes as it comes down and flattens out Use the Graph Editor to edit these curves In most cases, you won t really need to add many keyframes between the first and last Animate the camera If you have not already done so, duplicate the projectionCam camera and name it RenderCam Move the RenderCam up just a bit and rotate it so that it is pointing at the ship Set a key for the first frame Move to frame 60, where the ship has landed, and frame it You ll want to zoom in just a bit Set a key for that frame Flatten the end tangents on the camera s animation curves so that it gently comes to rest Add some secondary motion Animate the side thrusters so that they rotate to help the ship level out and land You ll notice that when you import the ship, the parent group node, PolyShip_XFORM, includes some custom attributes for the landing gears These have been set up using Set Driven Keys; you might wish to animate the landing gears extending for the landing
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You ll also see a group node underneath PolyShip_XFORM called polyShip_Noise On this node, add some subtle oscillations by using expressions Select the PolyShip_Noise group and right-click its Rotate X attribute in the Channel Box Choose Expressions from the marking menu Use a math function to have the ship oscillate on a sin wave In the Expressions field, type the following: polyShip_NoiserotateX = sin(4*time); A value of 4 will work fine here, but it is always good practice to put values used in scripts and expressions into a variable, and make that variable editable inside the Channel Box To set this up, we will add a custom attribute to the polyShip_Noise node called noiseRate This attribute name will then be substituted for the 4 in the expression When the value is changed in the Channel Box, the expression will use the new data without you having to edit the expression Once you ve added the new custom attribute, edit the expression so that it reads as follows: polyShip_NoiserotateX = sin(polyShip_NoisenoiseRate*time);
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This will rotate the ship back and forth on its X axis 1 unit four times (or by any value used in the noiseRate attribute) during the animation Do the same thing for the Rotate Z attribute These expressions can then be baked into editable keys by selecting the group and choosing Edit | Keys | Bake Simulation Set the Sample Rate to 10 You can then edit the curves in the Graph Editor Modify the last keys so that they are at 0 when the ship lands The Graph Editor should look similar to the following illustration:
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