From the course: 3ds Max 2024 Essential Training

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Editing interpolation in the Curve Editor

Editing interpolation in the Curve Editor - 3ds Max Tutorial

From the course: 3ds Max 2024 Essential Training

Editing interpolation in the Curve Editor

For total control of animation data, use the Curve Editor to adjust the interpolation between keyframes. That's the filling in of unknown data. In computer animation, we set values at particular points in time and the computer fills in all the in-between data. We control the in-betweening or interpolation in the Curve Editor. I'll select the animated object, the camera, and launch the Curve Editor from its button on the main toolbar. In the previous movie we deleted the static tracks. The only animated tracks are X position, Y position, and the blue Z rotation. We just need to display those curves in the graph. We can click the button, frame horizontal and value extents, or even better we can use the keyboard shortcut, which is Z. We see a classic S-curve shape, and that results from the default interpolation type, which is AutoTangents or AutoBezier. The rate of change in any track value is indicated by the slope of the function curve. A steep slope indicates a fast change. A shallow…

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