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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Animation > Reusable Motion
Uzzbay
One of the awesome values of Animation Master (and other lesser 3D programs) is the ability to work with a low-rez model during blocking and at a later time..switch out the model being used with a higher rez version. With that being said..what happens if you decide to change the size of a model? All of the camera key frames would have to be reset to align up on the new sized model.

Outside of the obvious answer "Don't change the size of your model!"...what are the options here?

For example: I want to make a chor that has all the camera movements and lights rigged to a certain model. BUT....I also want to be able to take another completely different model and create the exact same movie. My idea is similar to a charater "turn-around" but I want the camera to revolve around the model instead of the model turning in front of the camera. Once that chor is all set, I would like to change models and have everything be centered up correctly on the new model regardless of the size.

My thought process has brought me to "mesh" control. What if I make an invisible mess and constrain the camera key points to CPs on that mess. I would like to do this to lights as well. Once a new model is introduced...resize the control mess and viola.....all is perfect in the world again.

So can camera keypoints be assigned to mess CP, regardless if they change later?

Hurdle....I understand that the this may solve "translate" issues but now what about "rotate". I am guessing that there will have to be equations some where to control those.

Has this area been explored? If so, any helpful links would be greatly appreciated. If not, where would I start with something like this?

Any thoughts?
Uzzbay
Update:

It was brought to my attention that I do not know how to spell "MESH" so I updated the above text but I can not edit this threads title. sad.gif

Plus I was shown a way to do what I need for my current problem with bone and relationships via the camera...but still curious if, in the spirit of "motion path" technologies...., can camera key frames be associated with a mesh's CPs locations?

This is no longer a problem solver type question but now rather a curiosity. If it is possible I would like to play around with that and see what new kewl things could be explored (if any)
robcat2075
QUOTE(Uzzbay @ Apr 12 2006, 04:51 PM) *

can camera key frames be associated with a mesh's CPs locations?


No, you can't associate a camera keyframe with a CP on a path, but you can keyframe "ease", the percentage of a path that an object has traveled.

"ease" is in the property panel for the path constraint you created.

if CP 7 is at 57.92, for example, set ease to that number on the frame that you want the cam to be there.

You can make the object speed up . slow down, even reverse by keying "ease"

As long as you scale your path equally in all directions, it should work.
Uzzbay
kewl thanks robocat....I'll play around with that and see what I can come up with.

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