Hi Marika,
Thanks for that,
Hmmm, I prefer my method. I am used to using 3D Studio max where I can place the camera and target exactly where I want.
The best solution would be an editable path for the camera and target, simply drag the polyline nodes to where you want. (same as Max)
I notice that there is a small jump in the video where the view leaves the stairs, that is what I am trying to avoid.
Mike.
You undoubtedly noticed that Bongo’s View Constraints manager also holds a ‘Camera To Path’ type. This offers – similar to 3D Studio –the possibility to alter the camera route by simply editing the path curve.
It makes the creation of a simple Fly-by animation indeed rather easy.
For the creation of a genuine Fly-through the ‘Target To Path’ also needs to be employed.
Obviously some notions of the techniques concerning Simple Constraints are necessary to fine-tune the course of the travel.
Come to think of it… the tweaking of the course of camera and target on 2 separate curves with common keyframes is far from easy. For a complex flythrough the combination of the technique you described above (target constrained to auxiliary object) and the camera constrained to a curve can be far less troublesome.
Hi Marika,Luc,
Thank you for that information, the videos make the whole process very clear.
I didn’t know that you could use an editable curve for the camera, or I might have tried it in the past and then forgotten about it LOL.
Yes, I think I will stay with your last method, "(target constrained to auxiliary object) and the camera constrained to a curve "
Thank you both again for your help.
Mike.
Hi Luc,
I noticed that you hid the camera path/target objects before rendering (of course)
Is there a way to make the objects “Unrenderable” when outputting the video so we don’t have to hide them ?
Mike.
Mike,
In the video I just meant to offer a ‘clean’ view. Presumably most render engines offer the option to enable/disable the rendering of curves and points, just like Rhino’s render does.
In the video I use a small red sphere for the target point (to comply to your technique and for the sake of clarity) but I personally mostly use a V-shaped polyline with the pivot at the intersection. Hence there is no need to hide anything before rendering (also the pivot will not be rendered).
A ‘point’ object could also be used, but with the camera visible this can be difficult to track.