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Animating cameras

From: MODO 501 Essential Training

Video: Animating cameras

A lot of the renders you see from modo are often just product shots, just still images, and that's terrific. But you do have the flexibility of actually animating your camera. So I am going to show you how to do that. We've not talked about animation too much just yet, so before we get too involved in it, I am going to show simply how it works. Then in the next chapter we will go through setting up animations from the start. So to animate a camera--let's first make sure we can see our cameras-- I am going to press O on the keyboard and hit Show Cameras under the Visibility tab. Then we'll move our mouse, and that will go away.

Animating cameras

A lot of the renders you see from modo are often just product shots, just still images, and that's terrific. But you do have the flexibility of actually animating your camera. So I am going to show you how to do that. We've not talked about animation too much just yet, so before we get too involved in it, I am going to show simply how it works. Then in the next chapter we will go through setting up animations from the start. So to animate a camera--let's first make sure we can see our cameras-- I am going to press O on the keyboard and hit Show Cameras under the Visibility tab. Then we'll move our mouse, and that will go away.

Let's select the Camera, and this is the animateme scene from the exercise files. You don't even need a scene loaded to animate a camera; you can just load one up and just take a look and move it around if you like. But it's really pretty simple. What we are going to do is animate the zoom for the camera. We are not going to worry about moving it, or anything else; we just going to animate an element of the camera. And to do that, I am going to come to the Render tab, just so we can see what's happening here. All we want to do is just zoom in on this over time. So our camera is here in this beauty shot that we have set up earlier, and the Focal Length is set at 105 millimeters.

Well, you see these little dots right here? Anytime you see those, that means I can actually animate that value. Our timeframe is at 0, so I am going to click and make it red. Just click one time. That's going to turn on the animation for that camera. Make sure you're in Items, and make sure the camera is selected. Then what we can do is actually move down to maybe about ninety frames, three seconds, at thirty frames per second. This Focal Length turns green, meaning that there is an animation value there, and all we are going to do is just zoom in.

And now it turns red. If you drag your timeline, you have now animated that camera from 0 to 90. When you go to the Render tab, you can set up these frames from 1 to 90 or 1 to 100, give it a little back end, and a Frame Step of 1, which will render every frame, and now that camera, when you render out your animation, will be animated. Just moving it like that. So the camera doesn't have to move to animate; you can animate all those values: you can animate the depth of field, and you can animate the F-Stop.

In this case, we animated the zoom. And it's just a terrific look for your animations. A lot of people don't do it. They actually just move the camera, but I really like animating the zoom in combination with moving it. I think it gives that a really unique look, as well as realistic look. So try that out and see what you can come up with when you animate your camera.

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MODO 501 Essential Training

80 video lessons · 4569 viewers

Dan Ablan
Author

 
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  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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