Join Henry Santos for an in-depth discussion in this video Camera settings, part of MODO Essential Training.
- [Instructor] Throughout the course, we've seen the camera, but now let's take a closer look at different settings that'll help us develop and finalize our final shots. So we have the camera that we're looking through here in our preview window and let's go to the item list and look for the camera, so there it is, it's selected. And once it's selected, we have the properties, the right side of our screen. We have the transform information. So that has a target distance. We can close each one of these groups to maximize what we're seeing in the properties window.
'Cause there's an awful lot of stuff in there. So we can maximize the view of our different options and properties. Let's take a look at projection. Projection type is set to perspective. I hover over the pulldown menu and we have a list of perspective, orthographic, VR, cylindrical, and all that stuff. If you're working with VR, you can change the way the camera is viewing the scene or if you're working with icons and you're making 3D icons, you might want it orthographic, so I'll click on perspective changes to orthographic and there we have an orthographic view.
Up close and personal. Let's actually hit the A key on the keyboard so that fits all in the scene. I can navigate down. So there you go. We can have quick renderings of orthographic icons. Let's bring that back to perspective and next, let's look at the focal length. So right now it's low distance, so it's kind of a wide angle. We can change that and make it even wider or more of a parallel view and then we can go back to our preview window and use our key commands to control the camera, to zoom out, or rotate camera and then move it so we can do these camera controls on the view so that we can fit the image better.
We can also use the controls on the upper right corner of this viewport. Now there are lot of features here and we won't go into everything in detail, but if you have a background in photography, many of these settings will be familiar to you. Next, let's take a look at the camera effects properties right below the camera view and we have our depth of field motion blur stereoscopic, so for motion blur, that would be more for animation, so you can change the effects or how this camera, this specific camera is working.
Now that we have an idea of where this different settings are, let's take a look at how we can set up different camera views. So we have our camera here in our item list. I'm gonna right-mouse click, duplicate that and so we have a camera two. Let's remain that something classy, like camera zero one. Or cam zero one. That's pretty cool. And now that we have a new camera, even though we have it selected in the item list, our viewport is looking at whatever the render camera is, so we click on render camera.
We can change what the viewport is showing by clicking on that name and then selecting the other camera view. Now we have cam one and we can change the view, but if we wanna go back and look at a different view, we can select camera, so we can create a list of cameras here so we can change our different views by creating new cameras or duplicating existing ones. So if you wanted to create a new camera, you could just go to add item and select camera.
I have a brand new camera here, so camera two. That doesn't see anything. So we can adjust this however we need to and it's kind of unwieldy, so we can hit the A key. Now that fits all into our camera view, so now it's centered. It'll be easier to navigate around. Alright so, being an animator, I have a little bit of a different approach in working out my shots.
Let me go through that real quick and I'll select the original camera and if you notice, in the timeline, we have key frames. So I'm gonna move this timeline, expand that out so I can see the keys and if I go to my next key by going to the next key button, nothing changes. Now I did that on purpose. So we go to the upper left corner of the viewport and make sure that we're actually looking through the camera.
Okay, so we'll go back down the next key, here you go, and here's the other one. Now when you're happy with this key, or the way that key is represented, so that camera angle, you can now go back to what your item list, right mouse click, duplicate, and it creates another camera. Since I wanna keep this, I'll call it, I'll continue with that snazzy naming system, cam zero two, and now let's go back to our viewport and change this to cam zero two and we have this visible.
So what I will do then if I wanna maintain that is I can now, while I have the cam zero two selected, select any other keys along the timeline and delete it. So I did a pick box, I clicked and dragged, hit delete, and now I have this keyframe and I'll move that to frame zero, so that'll be my standard one. So just for good measure, you can just keep that keyframe there to make sure that the camera settings or the camera location is in tact.
So that was another way of combining other features within Modo to work with your camera. So next, let's take a look at some different settings we can make for the render.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders