CompuServe Thread

#Camera switching?

19 messages in this thread
#121183From: Heinz SchullerAug 30, 1994 7:03 PM
Hi all, Ok, I've read through the manuals thoroughly but can't figure this (seemingly simple) one out. Is there any way that I can cut between multiple cameras during an animation by setting it up in the keyframer? I have a scene with 4 carefully tweaked moving cameras, and I'd love to be able to setup the sequence with automatic cuts between cameras. Before you answer, _yes_ I know I can just render the segments individually to single frames and piece them together, and _yes_ I know I can stack them all up in a Net Queue and batch them out. However, it would save me an enormous amount of time if I could just keyframe it. All my test anim's are outputted to FLC's which negates the aforementioned techniques (unless I create a custom palette prior to rendering and use Video Post to connect them), plus they involve creating multiple .PRJ files (one for each camera). If I've missed the obvious here please forgive me, if not, then please consider this an r5 wishlist item. Maybe it could be done by creating an "active viewport" parameter or track info dialog. Thanks for any help on this, -Heinz Schuller Fly By Nite Studios
#121191From: Yost GroupAug 30, 1994 7:19 PM
Why would it save you time if you could keyframe it, compared to just rendering specific ranges out to the Net Queue? It would theoretically take the same amount of time either way, wouldn't it? – G
#121409From: Heinz SchullerAug 31, 1994 6:49 PM
Hi Gary, ->Why would it save you time if you could keyframe it… I'm presently working for a publisher of interactive CD-ROM's, my destination format is a FLC file. I'm rendering long complex animations with alot of "hollywood" style camera work i.e. lots of cuts and wild angle shots. Reasons: 1. In creating and experimenting with scenes I play alot with the timing of these cuts and it would help me greatly to be able to visualize them in wireframe modes as well as rendering quick previews. The people I work for want to see lots of variations on a theme but hate to wait, and my ability to communicate concepts quickly loses effectiveness if I have to Net Queue render a series of segments, then assemble a flic afterwards. 2. Using the Keyman IPAS I'd like to whip up a 1/2 dozen or more versions of the same sequence with different variations of cut timings. Again here I would save time not having to post-assemble all this stuff into FLC files, and tweak all the segment ranges for the variations of cuts. This would also avoid having to create a myriad of .PRJ files with all the segments for Net Queue rendering. 3. Some of these animations get _reallllong_ and it's more efficent for me to render to medium palette FLC's instead of filling my disk up with 24-bit single frames (except maybe for the final version). My resources are limited. 4. Obtaining the ideal custom palette would require me to scan the finished series of 24-bit images, then post process them into a FLC file using the palette. I'd rather just hit the "render" button, and come back to an assembled flic file with an optimum palette. It's just really about saving steps and enhancing my ability to visualize as many possibilities as I can in the time allowed. I take it from your answer that there's no way to keyframe camera switching. -Heinz.
#121432From: Yost GroupAug 31, 1994 10:02 PM
To key camera switching, there'd have to be an additional track (under the hide track) in the TrackInfo dialog. But I'm still kind of confused, because creation of a flic file takes just as long, whether or not you save a series of jpg images and then process them into a flic, or if you write the flic in real time. The difference is pretty negligable… I just did a timing here on a littel 30 frame flic and the overall difference was about 5%. – G
#121647From: Heinz SchullerSep 1, 1994 9:32 PM
Hi Gary, ->creation of a flic file takes just as long, whether or not you save a series ->of jpg images and then process them into a flic, or if you write the flic in ->real time. You're right, I guess I was just looking to save some steps and keep the amount of disk files (.PRJ & .JPG's) to a minimum. Since you already give the user the capability to manage multiple cameras in the Keyframer, I just thought a natural extension of this would be to let the user perform edits in a manner similar to the way a TV studio does them with multiple cameramen. Doing this in the keyframer would be a quick and easy way to render a finished edited sequence with a mimimum amount of hassle. I realize I'm in the minority here, but a guy can dream, can't he? <g> Thanks for your help, -Heinz.
#121566From: Yost GroupSep 1, 1994 1:42 PM
(From another branch of the Yost Group…) You're correct that 3ds won't switch cameras, since there's no key track for it. As an alternative to rendering various segments with multiple cameras, you could actually use a single camera, and abruptly switch its position, FOV, etc., at the frame where you want the edit. If you use this method, you need to properly adjust either your Continuity or your Bias properly at the two adjacent frames where the change takes place. In addition, you can use the Slide function in the Track Info dialog box on your camera if you want to shift in time where the edit takes place. Given some practice, you should be able to key an entire scene, with edits, and play it back in wireframe. I'd also recommend that you work with two cameras, using the first to set up one shot, then using Track Copy from that to a second camera and adjusting the second camera for the second shot; when that looks right, Track Copy from the second back to the first, and so on. (Note: You wouldn't really need to go through this Track Copy routine. I just like a lot of backup when I'm playing around.) – Jack
#121569From: Yost GroupSep 1, 1994 2:00 PM
Very good tip, Jack! – G
#121650From: Heinz SchullerSep 1, 1994 9:33 PM
Hi Jack, ->you could actually use a single camera, and abruptly switch its position, ->FOV, etc., at the frame where you want the edit. That's a great idea! And using the Keyman Ipas I should be able to create the multiple iterations of cut sequences. Please tell your boss that you deserve a raise. <g> Cheers, -Heinz.
#121701From: Yost GroupSep 2, 1994 10:10 AM
Thanks, but it's not really my idea. Someone mentioned it here on the forum over a year ago, and I was surprised no one had brought it up in this thread. I tried it out last night and it works fairly well. – J
#121334From: David RhotenAug 31, 1994 11:27 AM
>>All my test anim's are outputted to FLC's which negates the >>aforementioned techniques (unless I create a custom palette prior to >>rendering You're generally better off doing this anyway. Why don't you want to? Dave
#121410From: Heinz SchullerAug 31, 1994 6:49 PM
Hi David, ->You're generally better off doing this anyway. Why don't you want to? Time. I'd really need to render alot of keyframes or the entire anim to come up with a decent palette. I'd rather let 3DS do the work for me. Cheers, -Heinz.
#121448From: Jamie Clay [DPh]Aug 31, 1994 11:37 PM
>>Time. I'd really need to render alot of keyframes or the entire anim to come up with a decent palette. I'd rather let 3DS do the work for me. If it's time, Custom palette is actually the fastest way of all to produce FLCs. If you want, you can automate the creation of a 'custom' palette. *Using AniPro (or what ever you like) create a dummy FLC somewhere in your NET MAP PATH. ( I'll call it FOO.FLC) *Take the animation your working on and net render every 30th (nth) frame (or less if you feel it's needed) at HIGH palette setting to FOO.FLC – overwriting the dummy FLC you created in step one. *Finally use FOO.FLC as your custom Palette (with Release 3 you can use the FLC directly) and render out your complete animation. Of course you need to make sure the FOO.flc is done before the other flic is started. Also, once you have a palette for a given scene, it should work well for any other camera moves for that same scene. I hope this helps and for the record, I like you would LOVE to be able to switch cameras during a single rendering session. One could argue that you could save time on the loading and setup of the scene (specially if shadows only need to be generated once), that is if someone needed an argument. It really isn't a difficult programming task, it's just low on the priority list. <sigh> Maybe R5… J-me
#121476From: alec jasonSep 1, 1994 1:25 AM
Jamie, PMJI, but I'm confused by your "automatic" custom palette instructions: 1. Why would you need to create a dummy .flc and then overwrite it with a real one? 2. Why do you recommend "High" palette when the manual states that medium palette should be used for custom palettes? Alec Jason
#121557From: Jamie Clay [DPh]Sep 1, 1994 1:02 PM
>>1. Why would you need to create a dummy .flc and then overwrite it with a real one? Actually, I guess you don't have to, I thought you couldn't specify a file to use that wasn't there yet, but I was wrong. Alec, you can skip that step. 😉 >>2. Why do you recommend "High" palette when the manual states that medium palette should be used for custom palettes? Oh, so the manual is always right! (don't get me started) Actually, the idea here was to get the MOST color range for the final optimized palette. I suspect the difference between HIGH and Medium may not be much, but it seemed like it was important to Heinz, so I suggested that. J-me
#121567From: Yost GroupSep 1, 1994 1:44 PM
>>Oh, so the manual is always right! (don't get me started)<< It is in this case. <g> – J
#121651From: Heinz SchullerSep 1, 1994 9:34 PM
Hi Jamie, ->I suspect the difference between HIGH and Medium may not be much, but it ->seemed like it was important to Heinz, so I suggested that. The main thing for me is the processing time. If you render a 1800 frame flic file on High palette setting, be prepared to wait a while afterwards while the frames get crunched down to a flic, as well as accumulating a large amount of stored temporary 24-bit frames. The Medium setting reduces on a frame-by-frame basis, and the post-processing goes very quickly since the frames are already reduced to 8-bit, and the program only stores the 8-bit frames temporarily on your hard drive. -Heinz.
#121648From: Heinz SchullerSep 1, 1994 9:33 PM
Hi Jamie, ->*Finally use FOO.FLC as your custom Palette (with Release 3 you can use the ->FLC directly) and render out your complete animation. Thanks for your suggestions, that's a great idea. I think between yours and Jack's suggestions I may find a good way to automate this process. Regards, -Heinz.
#121797From: Robert A. WeilSep 2, 1994 7:23 PM
Actually , Heinz, I think there may be another way to render with custom palette that will even do you a better job. (This may have already been suggested in this thread, and I just missed it). If the "scenary" (read: colors and lighting) doesn't change much, you can render every 200 frames of your 1800 into a 9 frame animation that includes all the colors/images/objects, then load that flic as the custom pallette. You accomplish the same thing, and I believe that the overhead and rendering time is even lower than the last suggestion. Back the way, I would also like to see keyframing of camera changes as part of 3DS as well. rw
#122263From: Heinz SchullerSep 5, 1994 11:00 PM
Hi Robert, Thanks for your message, a similar method was suggested by Jamie Clay earlier in this thread. In most cases there's a fair amount of change occurring in these animations with special effects turning on & off etc.. But for preview & test animations the method you suggest will work just fine. Best regards, -Heinz.