![]() So I am not allowed to show anything at this stage. And sorry to say the product I try to visualize is still under development and not yet aviailable on the market. I am on LW10.1 on a ASUS laptop with 16GB memory with an i7 processor on 2 GHZĪs you saw, this scene is pretty heavy with more than 17 million polys. Your rig is still a great thing when trying to get a real-world look to camera movements.Īt lighter scenes I think it will work well. Because the rig makes it a lot easier to think right when choosing camera positions and movements. ![]() I think however that if I keyframe the CR_Camera movements after my setup I have all motions there and then just clone the camera and free it from the rig. I must tell you that this scene is rather big made up of 11 714 808 points or 17 003 880 polygons and it says that it takes 2959,4 MB, so that might be the reason that som scripts in your setup not will be executed at the right speed. Well, I cloned the CR_Camera with its settings and parented it to the truck exatcly as I had parented the CR_rails, and that gave a proper image. But my vue was about 45 degrees between +X and -Z direction, and I expected an image of the truck driving at speed. In fact it showed the vue in straight +Z direction. I was very surpriced when I saw the outcome. In order to achieve the feeling of movment I used Motion Blur > Photoreal with 2 blur passes. I now used your rig following a truck driving on a road. Great to get someting for free that will empower you so much! It did directly improve my camera movements. Organized the rig in the schematic view.Changed the label “Use Noise” to “Shake Cam”.Unchecking the lock icon in the scene editor to be pickable in OpenGL. Picked in the object list when released from the camera rig, or by While the actual focus point, CR_focus, needs to be The focus distance connected to the camera is pickable in the OpenGL,ĬR_focus_distance. The camera motion, makes it easy to keep an object in focus while the ![]() Added a new control, “Release Focus”, which undocks the focal point fromĬamera movements into world space.My camera rig comes with a few additional goodies though like a built in Camera Shaker as well as a blendable target for the camera to track.įeel free to comment, or give me ideas and suggestions for adjustments that would improve the rig. The reason to somewhat try to replicate the controls from an analog camera rig with a stick, boom/crane, rails and so on with all the restrictions that come with it, are simply that the audience are used to the kind of camera moves those restrictions imposes. The differences are lined out in the changelog at the bottom of this post. ![]() Note: I’ve updated the rig since I recorded the video. I had time to spare and was in the mood so I started polishing one of the rigs to be more generic and to replicate traditional analog rigs.Ĭheck out this demonstration video for how to operate my camera rig: The other day I was setting up a few shots for a scene I’m working on and I started building a few basic camera rigs to get a better motion out of the shots. The rig is designed to be simple, easy and straightforward to use. I’ve created a film camera rig for LightWave 3D which I’d like to share with the community. ![]()
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