Once you set up an animation and it's saved with your scene, you might need to go in and tweak some of it, or add some keyframes to an existing motion. So I've loaded up the camerazoom file from the Chapter 8 folder, and what this is is a camera that has an animated zoom. You can see over here that the focal length has keyframes, because it's dot is red. Hold the legend there, and you can see that this is animated key at the current time, and you can see down here in the timeline that the animation goes from 0 to 90 frames, meaning it's three seconds long.
And all that's happening is that the camera is zooming over time. Let's hold the Ctrl key and move our mouse up to this tiny little dot in the top- left corner, hold the Ctrl, and click and swipe down, and you can pull that panel right off, just have another view. At the same time, if you just kind of swipe to the right, it'll actually be in the viewport itself. And what I can do is change this to a camera view. So here our camera is fixed, but it's zooming in. Well, that's looks good, but maybe at frame 90, or even at frame 120, I want camera to be off to the side a little bit.
Well, how would I edit these keys to do that? The zoom is fine. We don't want to adjust that; we just want to move the camera. So let's take a look back at zero, what the keyframe is for the camera that position. And the way I'm going to do this, open up the transform category here, and notice that the position rotation for the camera at frame 0 are all empty. There is no keyframe there. Well, the easiest way to do this is press Shift+Y. It's a quick shortcut on the keyboard to create keyframes for the whole set. That means now I have a position keyframe for the camera. I can press the Y command on my keyboard and simply go up to frame 120, and I'm just going to move that camera off to the side, and then I'm going to rotate it. That's it.
So what happened now, if you look, keyframes at frame 120 are now added for just the channels I moved. And those are mixed now with the zoom factor, so when I play this animation, it's zooming in and the camera is just slowly moving around to the left. But what is nice about this is that the zoom stops before the camera stops moving. You don't often want your camera, or any other object, to just start and stop.
We don't want the zoom to start and stop at 90 and the move just stop and start at 90; we want to give it a little bit more life and little bit more realism. And that's the way to do it. Just go beyond that one, so we have an extra second of motion after the zoom catches in. You'll also notice that the camera slows down very nicely, and this is something that I think was really great that the modo developers put in. Most animation systems in most 3D program are very linear, and by default these motions are actually very smooth.
So in an upcoming video, I'm going to actually show you how these work in the Graph Editor, and how you can adjust them on your own. So by adding a little bit more motion into your scene, between a zoom factor animated and a slight left and right motion on the x axis, you can create a very nice-looking, quality animation.
- Understanding surfaces and symmetry
- Editing polygons
- Shaping, deforming, and cloning objects
- Working with text
- Instancing objects
- Applying procedural and image-mapped textures
- Adding bump maps
- Creating reflections
- Working with different light types
- Blending light sources
- Setting up and animating cameras
- Adding and controlling keyframes
- Creating hair textures
- Working with the painting and sculpting tools
- Setting up inverse kinematics
- Exporting a full scene
Skill Level Beginner
1. Getting Started in MODO 501
2. Modeling with Polygons
3. Modeling with Subdivisions
4. Using Other Modeling Methods
5. Creating Surfaces
7. Working with 3D Cameras
8. Building an Animation
9. Creating Hair
10. Painting and Sculpting
11. Using Schematic Tools
12. Rendering Animations
Setting up a render project4m 51s
13. Finishing Up
Exporting an object1m 2s
Next steps2m 2s
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