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Bypass camera movement.

Posted: Wed Dec 17, 2008 4:32 pm
by chucky
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.

Posted: Wed Dec 17, 2008 5:02 pm
by slowtiger
When in that situation I simply selected all camera keyframes and shifted them right, beyond my scene ending. Later I could easily shift them back. It helps zop have a key on #1.

Posted: Wed Dec 17, 2008 5:53 pm
by mkelley
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).

Posted: Wed Dec 17, 2008 6:53 pm
by chucky
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.

Posted: Wed Dec 17, 2008 8:50 pm
by VĂ­ctor Paredes
I use the same technique. It's like muting the camera.

Posted: Fri Dec 19, 2008 9:36 pm
by oferhod
Wouldn't it be nice to have a "add a camera" script?
I would love that.

Posted: Fri Dec 19, 2008 11:37 pm
by synthsin75
Oferhod,

If you have ASPro, why not make some single frame camera actions? Since camera channels are global, you could make the actions on any layer (even a 'camera' layer).

:wink:

Posted: Sat Dec 20, 2008 7:21 am
by oferhod
Oh... right... :lol: that's a great idea..

Until now I was duplicating the file and change the camera.. then change some more things in the other file..and forget...

But no more!
thanks to you synthsin75