WEBVTT

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In this lesson, we're going to create our render cams.

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I'm going to go to create cameras, camera, then I'm going to pull up the move manipulator and move

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the camera back 10 units.

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And now the ideas, I'm going to attach the camera to a motion path, but I want to do that through

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the means of a locator so that our camera is still freely animated.

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And I'll show you what I mean here in a minute.

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So let's create a curve.

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Scale that up by 10, because we know we moved our camera back 10 so that the render cam and the curve

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line up with each other to see the render cam view and our perspective.

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At the same time, I'm going to go to layout's to pain side by side in the right view.

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I'm going to hold down spacebar left click the Maya icon in the middle and drag and release my left

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mouse button over perspective view in this panel.

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I'm going to choose the new camera.

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I'm also going to rename it by double clicking in the outliner and calling it a render cam hitting enter.

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Now I'm going to turn on the resolution gate, hold down the backslash button on your keyboard.

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That's underneath the backspace or delete key.

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And I'm going to to the pan and zoom out.

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We're not actually moving the camera.

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We can see see it's still staying where it's at.

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The other thing so we can see both views.

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Update at the same time is in the render settings.

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You want to make sure under time, slider, your playback is set to update you all.

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Now I want to create a locator for our motion path for the camera.

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Go to create locator before we attach the locator to our curve.

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I want to extend the timeline out to frame one twenty again, which is our bowl frame, because when

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we attach this to the curve via a motion path, it's going to automatically set a key frame at the beginning

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and end.

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And we know that our Lupul frame is on frame one twenty.

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So that's why we want to extend it.

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Before we shift, click the circle and go to constrain motion paths attached to motion path.

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Now our locator is animating along the curve that we've just created and we want to attach our camera

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to that locator.

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So let's rotate the circle around 180 degrees and Y by typing and rotate y 180.

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Now, because of the scale the ten and our camera is moved in ten, we know that the locator and the

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camera are lined up with each other.

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So I'm in the middle mouse button, drag the render cam into the locator.

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That means the render cam is now a child of the locator.

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It's going to follow it.

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So now when I scrub, we can see that the camera is actually following the motion of our motion path.

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What's special about this relationship, though, is the fact that if you look at our inner cam channel

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box, none of these transforms have attachments or connections coming to them.

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Whereas if you look at the locator we cuts attached to motion path, you can see that these transforms

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are locked because they're already in use by the motion path.

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So that means that we cannot animate the locator, but because the render cam as a child of it, it

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will follow and we have access to animating these transforms if we want to add more animation to it.

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But first, let's get the camera moving exactly how we want it to.

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I'm going to select the curve and rotate it to the correct start position that I want to have for our

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animation.

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So I want to just move off center just a little bit and I will scrub forward in time to about the same

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distance apart on the right side of this.

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If you're looking at the grid here, I can just hide this Skydome for now by holding control h to hide

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it.

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And you can see that the animation of the camera can be roughly even on either side just by scrubbing

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forward in the timeline.

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Now I can see the curve or the locator.

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Go to the Ashry editor and choose motion path to right.

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Click on the value instead of keyframe.

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Now you can see that frame pops up as a key frame in our motion path to get access to these key frames

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in our timeline, I needed to select the motion path by choosing the select button here.

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I can go to the frame here, right.

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Click and choose delete because now we have our new end frame here, which is actually going to be the

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same as the start.

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So I'm going to go to frame one middle mouse, drag in the timeline all the way to the end and then

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go to the value.

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Right.

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Click and choose that key frame.

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Now we've just copied and pasted that you value to the end.

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Now I just need to move this middle key frame to the actual middle of our timeline, which we know half

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of one twenty is sixty.

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So to move it to frame sixty.

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So now if we playback this camera, we have a loop animation that goes back and forth between these

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two distances.

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Let's jump back into seeing the Skydome light, which is also going to act as our background, and I

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just want to rotate this so that the middle frame includes the green background just for aesthetic reasons

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of having something green behind our red object.

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We'll add some color contrast to this render.

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Now, if I want to move the render cam at all, all I have to do is just adjust the actual curve by

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scaling and moving it to reframe our object here.

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So scrubbing in the time line, that looks pretty good.

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I might need to rotate this back so the frame has some more green in frame as well.

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So if we wanted to add more hand-held motion to this, we can choose the winner can go to the attrited

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editors and I know I only want to animate the rotation.

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Someone hit shifty and you can see it'll only set keyframes on the rotation.

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So I'm going to go to the beginning and end keyframes and hit shifted to make sure that they match.

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Then I can just rotate the camera at different angles throughout the animation to make it have a bit

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more of a hand-held feel to it.

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And I don't want to go too far off the zero values and I just want this to be a very subtle effect.

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So I'm just barely rotating the camera and we have a little bit more of a hand-held feel to our animation

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in the next lesson.

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Let's take a break from this orb and I'll show you how we can apply this same effect to text.
