Set Key mode is an animation mode in 3ds Max that allows you to try out different poses on a character or hierarchy, and then use those poses to create keys on selected tracks.
It differs from Auto Key mode, where every transform and each change to an object’s animatable parameters will result in animation. In Set Key mode, you have to take an action (clicking the Set Keys button) in order to set a key. Nothing happens automatically.
Mechanical, forensic, and industrial animators might find that Set Key animation provides a more precise and deliberate workflow than Auto Key mode does.
This example uses a simple chess set and the quickest possible checkmate, a four-move game, to illustrate a typical Set Key workflow.
The moves you will animate are:
In this tutorial you will learn how to:
Skill Level: Beginner
Time to complete: 20 minutes
Set up the scene:
This scene is a wooden chess set. It isn't animated yet.
Use Set Key mode to move your pawns:
The Set Key Mode toggle turns red, as do the time slider background and the active viewport outline.
Pawn selected and Set Key mode turned on
First, you will set a key to keep the pawn in place at frame 0.
The button turns red for a moment. A key appears at frame 0 on the track bar.
Pawn position at frame 10
A key appears on the track bar at frame 10.
Now you'll animate the first move by the Black side.
Animate the Black king's pawn:
A key for the Black pawn appears on the track bar.
The pawn jumps back.
The reason the pose was discarded is because you didn't set a key at frame 30. This is an important difference between Set Key and Auto Key. By doing this lesson, you just learned that if you don't set keys while using Set Key, you cannot retrieve your work.
Animation at frame 30
Press K again to set the key.
The White pawn moves, and then the Black pawn moves.
Animate the bishop's pawn:
Select this pawn at frame 40.
Animation at frame 50
Move a pose in time:
You might get a pose completely set up, only to discover that you are on the wrong frame. There’s a simple trick that lets you move the pose to another frame in time.
Move the queen using the corners of the XY transform gizmo.
Let’s say you realize you need this pose to happen at frame 60, not frame 55. Here’s what you do.
Now you are at frame 60, and the queen hasn’t jumped back to the previous position.
Set keyable tracks and key filters:
You’ve seen how to use Set Key in its simplest form. Now you’ll add a level of complexity by selectively determining which tracks will be keyed.
The Black queen has the White king in checkmate. Traditionally the king is knocked over to end the game.
You’ll set the Keyable tracks so that you can animate the rotation of the king, along with its X and Y positions, but not its Z position. You don't want the king dropping through the board.
The Curve Editor dialog is displayed, with the King’s tracks displayed at the top of the controller window at the left of the dialog.
The tracks for the White king show red “keyable” icons in the controller window.
The icons turn black to show they are inactive.
Now you will not be able to key the Z position or the scale of the king. You can still key the rotation and the XY position tracks for the king.
If you want to key the rotation and the position tracks individually, you can use the Key Filters.
This creates a position and rotation key at frame 75.
Checkmate!
You can
open
quickest_checkmate.max
to compare with your file.
To see a version of the Set Key animation, play this movie:
In this tutorial, you have learned to use Set Key animation. You've learned how to create keyframes with the Set Keys button, set Key Filters, and make tracks keyable in Track View. You will find it useful to apply these lessons to animating complex structures.