#CAMERA SWITCH
16 messages in this thread
Hello All,
This will probably seem like a stupid question (there is such a
thing you know). I have two objects passing each other, I have cameras linked
to each object with the camera targets linked to the other, with me? In other
words, Im rendering from the point of view of one camera looking at a second
object, when the objects pass each other, I want to be able to switch to the
other cameras point of view,i.e., two vehicles pass, the view ,at first, is
looking out the window of one vehicle, then the views switch and your looking
out the window of the other. I know its probably a simple thing to do, but I
cant seem to figure out how to do it. I'm just starting out with 3D Studio and
can use some advice. Thanks in advance.
Mark
Most animators would probably keep the two cameras and compiste their
animations afterward to get the transition.
If you _really_ want the camera to switch, you may want to try Copy Tracks.
– Phil
Hi, The way I find easiest is to render the first camera view to a series of
Targas, then switch to the second camera view and do the same. This works well
for me because I then use Diaquest to put the images to tape. If you are
creating .FLCs then I suppose video post is the answer.
digger
I think what you are asking is "How do I switch cameras within an animation?"
Well, you don't. There is no way to "switch" or "cut" from one camera to
another within a single rendering. You can achieve the same effect by first
rendeing the frames of choice from camera A, then rendering the frames of
choice for camera B in a second pass.
Depending on how you are storing the frames, you can then use VP to tie the two
sets of frames back together to achieve a clean "cut", or simply rename the
second series of TGAs to pick up where your first left off.
— James — MAP —
In addition to what Phil, Bill and James said, you can simulate camera
cuts completely inside the keyframer (no splicing or video post necessary).
– Set the camera keys for your first sequence.
– Go to the last frame in the sequence.
– Make a set of keys for it (All Tracks) in TrackInfo.
– Increase the number of frames if you need to, and
then advance to the next frame.
– Now set keyframes for the beginning of your next sequence.
As long as the continuity is 0 for the cuts, the effect is EXACTLY
the same as a camera cut between two different cameras.
– G
Gary,
>> As long as the continuity is 0 for the cuts, the effect is EXACTLY
the same as a camera cut between two different cameras. <<
watch out for field-rendering bizarreness on that cut, though <g>. You could
get a nasty field flash of something queer. It's happended to me, I know 🙁
If you're using r4, you can set the new FIELD-NO-DOUBLE switch to YES and put
the Keyframer into field mode. Then, you'll be able to catch anything
happening within the frame… you'll actually be setting the camera keys on the
FIELD level instead of the frame level.
– G
Gary,
>> FIELD-NO-DOUBLE switch to YES and put the Keyframer into field mode <<
well, I never! Marvellous what they can do nowadays …. Thanks for the info.
I do remember that feature vaguely now, but I've never used it.
Gary
Is there any downside to leaving FIELD-NO-DOUBLE set to yes all the time?
TedB
!^NavFont01F0007MGHHG46E167
Nope. No downside at all. Just remember, if you render flic previews, to
render every nth frame for the flics (2 for 30fps, 4 for 15fps). If you do any
tricky keyframing with field-rendering, it's a must-have.
– G
Thank you All for the help, I appreciate it greatly.
Mark
Something queer is always happening to you, Martin.
Michele
Michele,
>> Something queer is always happening to you, Martin. <<
too right….
>>(old camera cuts message)…
Hey G-(Wiz)…
I've recently started using the KF camera for my still shots. I used to set up
a bunch of different cameras and render them one at a time for stills. Now, I
just use the first N frames in the KF, with one camera key on each frame, and
render the range.
A recent image-processing project for work required 40 different camera
positions – and that was just the initial test case. This is saving me a
_bunch_ of effort and camera-naming confusion, even for projects with just 4 or
5 stills – especially when combined with the hide keys.
JKJ
PS. This 3DS stuff is starting to get out of hand at work. I'm going to have
to hire some help! <g>
That's really the most flexible way to render with multiple cameras, because
you can even bring them into Video Post with different image processing effects
for each camera!
It sounds like your department might be mutating. Must be the radiation…
– G
<<This 3DS stuff is starting to get out of hand at work. I'm going to have to
hire some help!>>
_WHAT????!!!!_ << _HIRE_SOME_HELP_>>…we gotta talk…