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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
As you are building scenes in modo, there are three components you need to think of: the objects which are like your actors; the lights of course, which light up the scene; and then the camera--and that's what this video is going to talk about. The camera in modo can be very powerful, but it's often very simple to use. You don't need to put a lot of thought into it sometimes, even though you can animate it and you can create depth of field and you can do all these great things. Sometimes you just want to learn to place it, and that's what we are going to do here. The camera is in your scene by default and when you select it in the Items tab, you can see all the properties for it.
First of course is the Transform, so its Position. Now I can't see it in my layout here and to do that, I will press the O key on my keyboard and make sure Show Cameras is turned on. Move the mouse and that panel will go away. So there is my camera. That's just a representational icon. It's not really useful in any way. It doesn't show up in reflections. It's just an icon that represents what that camera is. Then when you go to the Position, obviously you can manually come in here like this, but I really don't do that too often. I press the Y command, and I just move it and I rotate it as I need.
A lot of people will just use Move, which is fine, which is just. Then they will go to Rotate and that's fine too. And the Scale isn't really going to change much. That's not going to do a lot for you. But what might happen is if you load an object--and then I will press the A key here, Shift+Click to add an object-- if you add an object, sometimes that camera just is a little too big for the scene, especially when getting in close. Or by the same token, if you've got a really large object, your camera is almost invisible; it's too tiny. So under the Display, with that camera selected, there is the Size.
This is the view size; it's not the actual size of your renderer or anything else-- it's the size of the camera icon. So you can change that depending on your scene, and what I've often told people is just set it to 0 and it stays relative to your zoom. So notice the camera pretty much stays the same size, whether you zoom in or out, and that's really kind of nice. So I always know where it is. If I zoom out really far, my object are hard to see, but because I have this size Set to 0, I can always find my camera. So, something to think about when you are building larger scenes.
Channels for the Camera, obviously we have a Position, Rotation, and Scale, like you would with most objects, but then you also have whether it's visible if it's going to render, and so on. These are the things you should not often going to get into. It's more of the properties, in a way, that you are going to set in another panel, and that panel for those is in the Shader tree. So we will go here to Properties, go to Render, and here is your Camera Properties that you want to set up when you render. Later in a video we are going to talk all about Render, but you have to understand that a combination of the Camera properties itself, from Target Distance, to the Focal Length, to the Angle of View are mixed with the actual Render Camera, the Frame Range, and so on, as well as the Resolution. And the reason I am showing you this now is because when you're setting up a scene you want to kind of get that Frame Rate set first.
So for instance if your client says "I need a high definition," you want 1920x 1080. Now the dpi, that doesn't necessarily matter if you are rendering out in animation. This has been in there since the beginning, and often you could render out a 4,000-pixel image, but if it doesn't show 300 dpi, your client might say it's the wrong size. We will talk about that when we get to rendering. So all we want to do in here for right now is set our Resolution, and the reason is when we look through our Camera--and the way we do that is up here in the top left, click and go to Camera-- now we get the proper aspect ratio.
I always tell people to do this. Even though it's in the Render tab, go set up your frame first. How can you set up your Camera if you don't have the right size and aspect ratio? Now we can set up the Render just the way we need, because everything renders from the Camera view. And with that said, I can add another camera. You can come here to the Item list, choose Add Item, and Camera. And why would you add two cameras? Well, one might your Render Camera; one might be your Setup Camera. So you can rename this SetupCam.
This one could be your RenderCam. And as you are working, you can come back here to the Render and in this Render Camera, you can tell modo which camera you want to work with. In the top left, I can hold the Ctrl and swipe down to duplicate my view. Just click on that little dot right there and then change SetupCam. So now we have got two cameras we're working with. So maybe you've got just a shot right here that you want to see your whole scene, and then you can tell the render which one you actually want to render.
So the SetupCam is actually, if we press F8, maybe something we are working with that we want to see our entire view, or we want to see close up, even though we want to render, when it's final, from the RenderCam. Just another way to work. I don't often set up multiple cameras, but you can if you are doing architecture or you are doing product shots. It's very easy just to set those up, and for your client especially, click the different settings, change the render camera, and render. You don't have to move the camera around while the client is there. Nice way to work. Lastly, the Camera Effects. Depth of Field, Motion Blur, and Stereoscopic Rendering are all available.
So we are going to set those up in this chapter as well, really creating some nice realism for the scene. So the camera in modo, very easy to set up and very easy to use, but the big thing you need to remember is that the camera is what renders your scene. Even though you might be viewing from a Perspective view or Top view, it's the camera that you need to set up in order to render.
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