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dwigfor
10-15-2005, 09:47 PM
I'm trying to create a camera rig. I've got 3 circle curves. Radius' are 2, 4, 6. I have 3 nulls path constrained to each curve - the path % is linked to a custom pset. I also have 3 more nulls path constrained with expressions adding the path % custom parm with another custom parm, so that I can control how much further along the curve the last 3 nulls are.

I also have 2pt constraints on both sets of nulls, so that I can control the height of my camera, as it's rotating around my circle. Camera is parented to 1st center null and cam interest is parented to 2nd center null.

Problem I'm having is all of a sudden the camera flips. I'm not really familiar with them, but I thought it might have something to do with an Up Vector. So I added an upvector, path constrained it to my top curve and linked it to the custom pset. Still flips..

Does this make sense? Any suggestions?

mr Bob
10-16-2005, 01:00 AM
Sorry no it doesnt make any sense what so ever hehe , When building a camera Rig as in something that represents real world cameras you need split off all the different transforms, ie , pan move (Y axis ) tilt (X axis ) roll ( z axis ) using a heirachy of nulls works well and never use a target set up with a null , they just dont exist in the real world.If I wanted to rotate my camera in a move around an object I would just put my camera rig under a NULL positioned in the centre of my object that I wanted to rotate around and animate the rotation ,leaving my Rig now a child free to be keyed doing anything I want.hope this helps

B

dwigfor
10-17-2005, 03:39 PM
Not looking for a real world setup. I'm trying to create a mini game for my show. Camera need to follow behind the character, like a rear 3/4 shot. Needs to track with the character and the character needs to stay in the same location, as he's ducking under things that are in the bg. Also, items need to appear over the horizon, so it's gotta look like you're always running up a hill, can't be straight ahead.

Can I get some suggestions on how to setup my camera? I just started learning about constraints.. :)

I did my first scene with a flat plane, so that was easy. For my second scene, I had the bg parented to a cylinder ground and rotated that. It worked, but I was hoping for a better solution, where the ground wasn't so round.. :shrug:

Does no one use Camera Interests? Or just not for when you're doing a real world setup? (which I understand why not to use one).

Unfortunately I can't host my camera rig scene, so you could see what I was trying to do. No one ever seems to be able to see my Yahoo Briefcase public files... I could email it if anyone was interested/curious.

Thanks!

mr Bob
10-17-2005, 11:42 PM
You should always think realworld camera setups,what is framed in the camera tells a story and unless you can tell that story to your audience you will fail to get your Ideas across.weather its a game , TV documentry or a film.
Your post is a bit confusing, from what I gather you want a camera to be positioned off and to the rear of a character as he , moves throughout the scene.
Well you could create a camera under a null and you could constrain ithe nulls position and orientation to say the neck bone on your character.So that would give you a camera that would follow your character anywhere.but of course to be able to animate the camera paning , tilting or rolling you would need to build a heirachy of extra nulls into your set up.
you need to be reading up on

constraints , heirachy , and child parent relationships in the manuals.
hope this helps


B

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10-17-2005, 11:42 PM
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