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Very often in animation, it's very handy to have other objects face other objects or track to other certain kinds of objects so that everything is not flying out there in space. The most common situation I run into is tracking the camera, having the camera track or follow an object as it moves through the scene, and in order to set up a camera track, what we have right here, is very simple. All you do is select the camera and I've created a TrackTo constraint.
The TrackTo constraint is actually this object called face.005 and if I hide the sphere, I reveal this little empty that's sitting there in the middle. If I bring up the Properties, then I can see that this is the object called face.005. This is a takeoff on the lighting files so that's why there's so many of them. No matter where I move the camera, it always faces that empty. Even if I move it around the other side, it turns and rotates automatically so that it's always tracking to the empty.
The tracking is kind of tricky in that a camera access is X and Y is left and right and up and down and Z is toward whatever it's looking at. So what we want to do is we want to align, using the -Z axis, so that the -Z points towards the object, and up for camera is the Y rotation. If we wanted this camera to track on its side, we could just do X and now the camera is flipped over on its side, to take like a portrait view.
Here it's going to take a landscape view. The influence, which can be animated, is also pretty important. In that the camera wants to face a certain direction. If I change this down to 0, I can see that the camera really wants to be totally upside down on the ground. So that's no good. But what we can do is increase this influence and eventually it will come to face the empty in the middle. So if this was a camera that was walking through space and looking down the street and a pretty girl happened to walk by and it caught its eye, then it could track to that person's face by increasing the influence over time and then decrease over time as the girl pass by and the camera resumed its normal orientation.
With Armatures you use this TrackTo orientation to get the eyes to focus on a particular object that's hanging out there in front. Very often you'll see in armatures an empty or some kind of a bone or something out there in front of the face of the object so that the eyes have something to look at. So that's how you make an object face and TrackTo some other object in Blender.
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