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While Maya's cameras offer you a tremendous amount of creative freedom (even more than real-world cameras), their controls can be complex. This course helps you learn how to expertly adjust them. Aaron F. Ross covers viewport display, controlling orthographic cameras, framing shots, editing with the Camera Sequencer, simple and compound camera moves, and many different special effects. Start now and learn how to expertly position and animate cameras in your Maya projects and give your audience a window into your 3D world.
Maya's Camera Toolset is really the gold standard for 3D. And Maya offers several different types of cameras for you to choose from. I want to recommend that if you have a non-moving shot, if the camera does not move over the course of time, that you want to use something called a Camera and Aim, which gives the camera a look-at point. And the reason I recommend the Camera and Aim is because it's hard-wired to make sure that certain undesirable results do not occur.
Namely, the Camera and Aim is designed to always maintain a level horizon line in a standard shot. Which means that the camera won't be tilted side to side. If you use a camera without an aim point, you have to take some special steps to ensure that this doesn't happen. It's also known as the Dutch tilt. We'll look at that later in the course. But my recommendation to you is for a locked-down shot that's not moving that you use a Camera and Aim. And if you want to do an animation you'll use a Standard Camera.
Okay, so let's look in the menus. We go under Create we will see Cameras and we have a lot of choices. So you'll see Camera and Aim, which gives us a look-at point. You'll see Standard Camera which does not gives us a look-at point. And these are sometimes called a one node and two node camera. There's also one called, Camera Aim and Up. Which we won't be looking at in this course, and I don't actually recommend using it because it just makes your life more complicated. It gives a look-at point and also a up-node, so you can make sure your camera doesn't flip upside down.
But really, I never use Camera Aim and Up. I only ever use Camera and Aim and a Standard Camera. There's also a Stereo Camera, by the way, which is for stereoscopic 3D if you want to do a separate left and right eye. Right now, we're going to create a Camera and Aim. So, just click on Camera and Aim. And it's created at the origin. Right now, my scene is very large. You can see in the front view, that something is highlighted. But because I'm zoomed in on this character in the top view we don't see anything because we're not looking at the origin.
So, let me dolly back with the mouse wheel, and then I can also use ALT and Middle Mouse to get closer to the origin and I can dolly in. As long as you have not deselected the Camera and Aim, you can also press the F key to frame in a particular view. I just want to get in very close to this, so I'll continue to dolly in and use Alt and Middle Mouse. So you can see now that we've got a camera and an aim point. We can see that in the perspective view, too.
Get in close on that. And maybe use the wireframe view. Press the 4 key. And we can see that there is a separate Camera and Aim point. Now it's very, very small and it's located at the origin, but in the next movie we will adjust the size of that camera icon so we can see it better relative to the rest of the objects in our scene.
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