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The real-time engine in Motion 3, a component of Apple's Final Cut Studio 2, gives motion graphics designers the freedom to continually experiment and adjust while they work. Ian Robinson explores how to get the most from this unique application, while also sharing his own essential motion graphics techniques. Along with teaching the fundamentals of video and audio work, he looks at Motion 3's new 3D tools in depth. Ian demonstrates the use of behaviors to create organic movement in particle systems and camera moves without keyframes. He also discusses effective integration with the other Final Cut Studio applications, and much more. Example files accompany the course.
Now in this video we are going to cover a little bit about cameras. So feel free to click along and follow through with what I am doing. Just understand, I am not trying to achieve a specific effect here as much as I am trying to teach how to move around and manipulate options in your cameras. So, if you do not already have it open, run the 02_Cameras_Project. Hit F5 and open your Layers tab and you will notice, I have a Camera and three separate layers. If your HUD is not open already hit F7 and open up your HUD.
I want to have a little bit better view of this. So go to your View options and pull down the Split Horizontal view. Make sure the Top view says Active Camera and bottom view says Perspective. Now I am just going to manipulate this camera a little bit so make sure your Camera is selected and select the Perspective layer. Now you will notice the controls for this camera are actually on its focal plane or its frame. Motion calls that a Camera Type or the Framing Type of Camera. If I click on the Camera Type and choose Viewpoint, you notice, now the controls are on the Viewpoint.
So if I rotate this in X, you notice very quickly I am adjusting the view, whereas if I had it set up as a Framing Camera and rotate in X, I am keeping the center point the same; I am just adjusting the angle of the camera. So make sure to rotate your camera up on its X axis a little bit on its Y. And I want you to pay attention to where these controls are actually pointing. Right now, you notice Z is pointing directly at the camera. That is because it is set to Adjust Around its Local Axis, so it is pointing to the local camera.
If I clicked on that, and said, World Axis, now you will notice the Z has snapped right along the Z axis in the World. So if I clicked and dragged all that, you will notice now the camera is moving on a Z plane, but it is not adjusting the exact angle of that specific scene. If you go to View Axis, you will notice these controls now point directly at your view. So now it is actually adjusting things based on the view that you have selected. Go back to your Local Axis and let us look at these drop wells.
Now in the HUD, I have covered this before in the previous movie, but just a kind of recap. If you click and drag in this drop well, it will move the camera back and forth in Z space. This drop well will move you left or right or up and down, or if you just drag in circles notice it moves in circles. It is a very organic way of moving your camera around. This next one will move you in Z space or left and right. You can also rotate or adjust the scale and yes it is actually scaling the whole camera and its field of view.
If you end up with a scene like this where the active camera is kind of lay off center, if you select the Active Camera and just double click right here, it will automatically reset that camera view. Now re-select your camera and I want to cover one other way you can move around your camera. Let us use the Walk Camera tool. With the Walk Camera tool selected, you can click and drag in your scene and you notice it is very quickly and easily manipulating that camera. Now that is not really how it is designed to work, let me undo that.
If I use my arrow keys, now I can walk the camera. I am using my Up arrow to move forward and my Down arrow to move backwards. Or if I had my Left and Right arrows, it moves me left and right throughout my scene. So that is the Walk Camera tool. This is a great tool if you are actually going through the functions of key framing your camera animations and that kind of leads me to my next movie. We are going to go over some camera behaviors that make animation that much easier.
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