Camera Animation Problem 2004-01-15 - By Dave Angelini
Back 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
|
|