mtpeak2 Posted March 13, 2005 Posted March 13, 2005 Here's a test of a rotating camera rig that is part of your model. The rig is installed in our very on Thom model. All camera movement is done with pose sliders. Quote
mtpeak2 Posted March 13, 2005 Author Posted March 13, 2005 Here's another test in a scene. Thanks William for the great model and project. Quote
mtpeak2 Posted March 13, 2005 Author Posted March 13, 2005 Here's the rig install in the Balrog model. The camera was keyed using the sliders in 3 frames of 300 total. Quote
Admin Rodney Posted March 13, 2005 Admin Posted March 13, 2005 Very nice Mark! Your examples have a very cinematic quality to them. So basically you can direct your scenes programatically within a choreography with this rig?? Wow! Too cool. Quote
jamagica Posted March 13, 2005 Posted March 13, 2005 how do you do that? I know you said pose sliders, but do you have like a null inside the model that has a constraint with the camera? Quote
mtpeak2 Posted March 13, 2005 Author Posted March 13, 2005 Thanks Rodney. Yes, you can be in the camera view and rotate the camera around your model, adjust the height, distance and focal length all with pose sliders and it will aim at your model. Jamagica, the camera has an aim at constraint to the hips (it can be changed to whatever you want in the relationship folder) which can be turned off so you can pan the camera left/right and up/down. Quote
mtpeak2 Posted March 13, 2005 Author Posted March 13, 2005 Here's the slider controls. As you can see it also has a built-in klieg light that has independent controls (it can be turned off). Quote
mtpeak2 Posted March 14, 2005 Author Posted March 14, 2005 Here's a render from 3 different cameras in the scene. Two are the secondary cameras that were installed in the models, the third is another camera rig that is a first person view from the Thom model (the first person camera rig controls the head movement of the model). Rendered each camera (certain frames) as a targa sequence, imported the sequence into A:M and saved animation as. Quote
msfolly Posted March 14, 2005 Posted March 14, 2005 That is a really neat concept. Thanks for the wonderful post! 'Course us newbies would LOVE to have a step by step instruction on this! The way you staged those is really very evocative. Quote
mtpeak2 Posted March 16, 2005 Author Posted March 16, 2005 Well, I was going to upload the rigged Thom model, but there doesn't seem to be much interest. Msfolly, if you can be a little more specific on what you would like to know I'll try to explain it. Quote
jamagica Posted March 16, 2005 Posted March 16, 2005 Well, for starters, how did you create a new pose for the camera? EDIT: Wait..you created a pose for the null, right? Quote
mtpeak2 Posted March 16, 2005 Author Posted March 16, 2005 First thing, If you right click in the modeling window, choose new, you can add a camera to your model. Now when you create a new pose you can edit the camera from the relationship window or the bones folder from the shortcut to your model. There is no null in the rotating camera rig. All you need is 1 bone and a camera, 2 bones if you want to pan the camera left/right and up/down. Quote
KenH Posted March 16, 2005 Posted March 16, 2005 OK I get it better now. You have a camera in all character models and you can switch between them all to get reaction shots of the characters. I like the swing down from over the Balrog! I was thinking about using it for animating the characters in the chor....when you need to be head on to them but they're not in line with the global views. I guess that could work too. Quote
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