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Placing multiple cameras

From: LightWave 10 Essential Training

Video: Placing multiple cameras

Every once in a while when you're working in a LightWave scene you might need more than one camera, and that's easy to do because you can have as many cameras as you like. This is the 07_03_ MultipleCamBegin scene from the Exercise Files. I am going to press 4 to get to a Perspective view. You can see that we've got one camera right there in the scene. That's our main camera. So let's select that just by clicking on it, press the P key, and at the very top where it says Current Camera, I can click and drag and say MainCamera, just rename it, and hit Enter and make sure that takes.

Placing multiple cameras

Every once in a while when you're working in a LightWave scene you might need more than one camera, and that's easy to do because you can have as many cameras as you like. This is the 07_03_ MultipleCamBegin scene from the Exercise Files. I am going to press 4 to get to a Perspective view. You can see that we've got one camera right there in the scene. That's our main camera. So let's select that just by clicking on it, press the P key, and at the very top where it says Current Camera, I can click and drag and say MainCamera, just rename it, and hit Enter and make sure that takes.

To add a new camera, we're just going to go to Items, under the Add category, choose Camera, and we'll call this SideCamera. What you'll see is another camera added right to the center of the screen. You can move it off. We can press 5 to get to our Light View and 6 to get to our Camera View, press the Y key, which is Rotate from the Modify tab, click and drag and rotate around, and now I have got a Camera View down here on the side. Press the T key get to Move, right mouse to move it up a little bit and left mouse to move it back, then Y, and just rotate it down.

So Y and T, you can use those a lot. You can also Spacebar between those, just a little added tip. So what happens now is that with the camera, we've got a SideCamera and a MainCamera. We can select between those for whatever we need, and I think in most situations you're not going to use that too much. I am going to go to Perspective view. You can see there are my two cameras. We can have as many as we want. So how would you use these? I've set these up when I've got architectural rendering, when we've got let's say a car driving down the road for accident recreation. You've got a MainCamera that's parented to the car following it along.

You've got another camera perhaps that's off to the side and watches it pass by. And maybe you've got another camera that has sort of a bird's eye view, and what you can do is cut between each of these during a render or what's even better is render out three views. So when you come to your Render > Render Globals, you can choose which camera is rendering. So you've got your Render right here, you've got Realistic set, Quick Shade, Wireframe. Under General, you've got Render Range, whether it's single or arbitrary, and we'll talk about that in rendering.

You've got your Filtering and how that's handled, and then you've got Global Illumination, and then you've got your output. And what you can do after setting all this up is tell the render engine which camera you want to work with, and we'll open up the regular Camera Properties so you can choose a Current Camera, and whatever is chosen that's just going to render through the Render Globals when you work through these tabs. So it's a very easy way to set up multiple cameras for, I don't know, architecture, accident recreation, and even product shots.

Even if you are doing a still, sometimes your client might want to see it from a different angle. So instead of you coming in and selecting this MainCamera here and then moving it a little bit and rendering and moving and little rendering, you could have multiple versions set up. I've seen it go one step further where people have set up a whole string of cameras and have rendered all the way around for stereotype images, for lithography, where there's multiple images of the same shot, but just slightly offset and then those are blended together to make some really cool images in print.

Multiple cameras in LightWave are very powerful, very useful, especially depending on what type of scene you are trying to create.

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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5347 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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