Kernon Dillon from BlenderNewbies writes:
In this video, we'll take a look at how to change cameras during an animation in Blender 2.5. This process is easier and more intuitive than in previous versions of Blender.
Kernon Dillon from BlenderNewbies writes:
In this video, we'll take a look at how to change cameras during an animation in Blender 2.5. This process is easier and more intuitive than in previous versions of Blender.
18 Comments
First! -and isn't there a script for that?
It's more like "Timeline Marker Tutorial (including how it relates to the active camera)"
Very instructive in any case.
So basically:
- press M over the timeline to put a marker where you want the camera to switch;
- to associate a new active camera to a marker: with the marker selected (right-clicked) and the camera made active (Ctrl+Num0), press Ctrl+B over the timeline;
The markers can be manipuled much like the objects in the 3D view. Select with right-click, G to drag, Shift+D to duplicate, etc.
Combine this with the cinematic timelapse tutorial and away you go! :o
Brilliant piece of information there. Thanks Kernon and Bart.
Just out of interest, is there a reason why this property can't be animated using f-curves? I would think it would be more 'intuitive' that way.
Great! I nottice that "Bind to camera to marker" property, but I couldn't make it to work :) Now I know that you need to have the camera not just selected, but active, Thanks for the tutorial!
@DaveC: In fact!! It can be a great solution for not stoping recording between the camera changes! :D
Kernon's tutorials are really good
Please note:
While the camera linked timeline marker was the method Colin used in Durian, there is another way of doing this, using the sequencer.
The new "Camera Override" drop down list in the scene strip properties mean you can now edit together your different camera angles in a non linear fashion, in the VSE.
In a lot of ways this is a much more flexible way to work.
Of course, the downside to this method is that it's a little harder to do an openGL preview of your scene.
That's handy. Thanks for sharing.
Thanks for the post, Bart!
And, thanks for the comments. I think it's a very handy way to control the cam changes without having to alter your layout or switch to a different Screen. It would be nice to have a checkbox (in the View menu) to control their visibility, though.
Great tutorial, thank you very much for that tip. I would add that pressing ctrl-Num-0 to make a Camera the Active render camera the Layer's Render Icon must be locked. Otherwise it won't render from that one even when it is selected. ( Solid triangle)
Great voice and diction in creating tutorials, you sound very professional and calmed. I don't like those weird change of pitch that many are use to , like CGcookies and some times Andrew Price.
Excellent tutorial once you get to the 'juicy' bit. This will be incredibly useful. Thanks Kernon.
Cool one! Thank you very much for sharing!
So just to check this - by using the scene strip camera override, I can have two cameras providing output to the VSE at the same time so can switch between them or even mix the two viewpoints (e.g. when making a red/green 3D animation)
Out of interest, is there any way of doing the same thing for scene input to the compositor? I can think of a number of situations where it would be useful to combine input from two cameras through the compositor rather than the VSE.
Very Helpful, thanks Kernon.
@Zecc thanks for the summary. you just saved me 10 minutes of my life....minus the time i spent writing this comment...
@trav-o
You're welcome. :)
ok... I watched that vid for 3 mins and no mention at ALL about how to set a camera in an animation... anyone have the short answer? Not to mention this guy talks about as fast as my dead grandfather does... its about as interesting and informative as watching senior citezens make a porno.
Thank you Zecc!!!