Join George Maestri for an in-depth discussion in this video Creating camera targets with constraints, part of Blender Essential Training.
When you add a new camera into a scene, you'll need to place that camera so that…it's pointing at the object that you want to frame.…So let's take a look at some ways to position our cameras.…Now, we can do this manually or we can do it with a constraint.…So let's go ahead and add a camera into the scene.…Now, when the camera comes in, it comes in at the 3D cursor, and it's facing down.…Now, if we want to look through the camera, all we have to do is select a…viewport and turn it on to Camera.…
Now, we can move this camera just using our Move tool and as you can see as I…move this camera up, you can see the top of the character's head. Or if I want, I…can rotate that camera a little bit and move it into place.…Now, I can switch between global and local moving.…So, if I move this, say, here globally, you can see how that works.…Now, if you want to actually manipulate the camera along its own axis, you…would set your coordinates to Local. And this is actually kind of nice because…the blue axis is kind of your truck and then your red and green axes are your up and down.…
- Navigating in 3D space
- Selecting, rotating, and scaling objects
- Using Snap to move objects precisely
- Creating mesh primitives and extrusions
- Subdividing meshes
- Creating a simple creature
- Joining mesh objects and stitching vertices
- Organizing a scene with layers, groups, and hierarchies
- Assigning glossy and reflective materials to objects
- Creating bump maps
- Creating sky and ambient light
- Understanding ambient occlusion
- Adding motion blur and depth of field
- Editing animation in the Graph Editor
- Building and animating a simple character
Skill Level Beginner
1. The Blender Interface
2. Selecting and Translating Objects
4. Advanced Modeling
5. Staying Organized
6. Applying Materials
7. Adding Textures
8. Working with Light
9. Cameras and Rendering
10. Basic Animation
11. Character Rigging
12. Rendering in Cycles
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