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Camera Animation Problem
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Camera Animation Problem

Camera Animation Problem

2004-01-15       - By Dave Angelini

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Reply:     1     2     3     4  

Is there any way to use clip maps to help automate these functions?  Create
one clip map for pan, tilt, and roll.  Then just keyframe in the base camera
move (with out look-ahead enabled) and position the clip maps along that
move KFE timeline to get the desired camera rotational move?

Just a thought.  You know,  some type of camera tool that allows you to dial
in additional pan, tilt and roll on top of a camera look-at or look-ahead
move would be a great plugin.  The plugin could as follows:

1) The user could create an initial camera move using the look-at or
look-ahead move.

2) The plugin takes that initial look-at or look-ahead moves and records the
camera positions for each frame into memory.

3) The plugin then deletes the camera and re-creates a new camera and move
using KF positions only (no look-at).

4) An interface pops up with pan, tilt, roll and zoom controls and a scub
bar.  There are also two other inputs called ease-in and ease-out.

5) The user moves the scrub bar to the desired frame and makes changes to
the camera's intial position with the pan, tilt, roll and zoom controls.

6) He sets this as  key-frame.  While still at this frame, he sets the
ease-in and ease-out values.

Ease-in is the number of frames prior to the current key-frame at which the
camera should start to move away from its previous look-at or look ahead
camera position and interprolate to the new camera position set at the
current key-frame.

Ease-out is the number of frames after to the current key-frame at which the
camera should start to move away from its new and current key-frame value
and interpolate back to the pre-existing look-at or look ahead camera value.

This plugin would be useful for those camera moves that need to have slight
variations from a look-at or look-ahead camera move, but ultimately continue
to follow that original look-at or look-ahead move after the variation
occurs.  You could call it "Grip" (as in camera grip).

Other than a plugin, another way is to use the look at tool but have the
camera looking at a null object which is animated purely to control the
camera motion.  This null object is usually always placed slightly away
(either ahead or behind the object if it is moving) from the object that
should be photographed as it creates a more realistic camera motion.

Thanks,
Dave Angelini


-- -- Original Message -- --
From: "Spencer Britton" <spencerbritton@(protected)>
To: <truespace@(protected)>
Sent: Wednesday, January 14, 2004 10:50 AM
Subject: Re: [TSML] Camera Animation Problem


> The problems you are experiencing are due to the Look At command. Probably
the safest way to do it is glue the cameras to a null object such as a cube,
which you make invisible. Then you can keyframe the cameras as needed.
>
> In fact, you can make the null use Look At, and then a second null to
start your rotation, and the cameras glued to it.
>
> That way, you have more control over the individual operations.
>
> I hope that helps,
>
> Spencer