Ok so you've got your animation going, you're working on it and all is fairly good. You've even put a camera track and push into it.
So now you are tweaking the animation, only thing is, that camera is moving around and giving you grief, but you don't want to get rid of the carefully worked out key frames.
I know it's pretty obvious but for those who didn't know you can use the , view tab and select front, back top and a range of views including the orbit camera with split screens, selectable the bottom of the screen just like any full 3D package. Use the front view and you will not have to contend with the camera move until you need to.
Bypass camera movement.
Moderators: Víctor Paredes, Belgarath, slowtiger
Chucky,
Thanks for reminding me about this. In the midst of heavy production I tend to forget.
I usually always add camera movements first -- this sets up the scene for me (and tells me what I need to animate and, more importantly, what's not necessary to animate since it's off camera at that moment). So it IS annoying to then have to deal with the camera moving around (and the last thing I want to do is to eliminate or move the camera keys as ST does, since that kind of ruins the whole point of setting them first).
Thanks for reminding me about this. In the midst of heavy production I tend to forget.
I usually always add camera movements first -- this sets up the scene for me (and tells me what I need to animate and, more importantly, what's not necessary to animate since it's off camera at that moment). So it IS annoying to then have to deal with the camera moving around (and the last thing I want to do is to eliminate or move the camera keys as ST does, since that kind of ruins the whole point of setting them first).
Yeah splitting the screen works wonders for checking against render frame, also you can turn off the construction curves, bones etc. with the output frame only, even have anti aliasing while the display settings in the other window(s) are totally different , zoomed right in or out for whatever detailed tweaking you might need.
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