Crafting Motion with Motion / Animate the Camera
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Now in this module we'll take a look at a different way to add some camera movement and this is kind of the short division. If adding a Keyframe to a camera movement is kind of the long division way to make a camera movement, this is certainly the short division way. This can save you a lot of time. So, this is very similar to the behaviors that we looked at earlier when we were looking at Particles and being able to modify how those things behaved with one another, now we'll take a look at adding a Behavior to the Camera. So we can select the Camera here in one of our Views, or we can go to the Project Pane and select the Camera. And now we'll just come over to the Library tab and notice Behaviors. Under Behaviors we have a Camera folder and now you have four Camera Behaviors to choose from: a Dolly, which moves you in and backwards, or forwards and backwards along the Z-axis; the Sweep, which rotates the Camera around an axis; the Zoom In and Out changes the perspective by changing the Angle of View; and then Zoom Layer moves and zooms to an object. So this combines a zoom and a dolly movement as well. So, just to demonstrate what this is like, the mechanics are very easy to add a Camera Behavior, the art is figuring out what to do and how that would best help your presentation or your project. So, we'll add a Sweep for example, we just want to rotate the Camera around an axis in 3D space. So, we'll select this and if we have the Camera selected all we have to do is click on Apply and now we've added the Sweep Behavior. And now we'll make this go away and you can get a feel for what this does by selecting your project; we'll go back to the very first frame and now you'll see that the Camera is slowly moving around, or rotating around the project and so we'll get an End Point that looks something like that. Now, let's say that the idea, the reason why I'm doing this is because I want to reveal this logo. Well, there are a couple things that are wrong. One is that the Camera is moving in the wrong direction, not what I want it to move in, so I have to reverse that. How do I reverse that? Well, I can go to the Inspector, then I'll look at the parameters. The Start is zero, the End is 30 degrees, which means that the Camera is moving 30 degrees to the right. Let's go back to the first frame in this thing. The other thing that's happening here is that the Sweep is a little slow. I want this to be a little faster, so if we want this to be a 4-second move I can just select down here and do 4., so that gives me a four second Out Point there. It just sets the Playhead at 4 seconds into the project and now I can make that my Out Point by pressing O on the keyboard. Now if I want to make this the In and Out Range also I can go Mark, and mark my Play Out Range, or my Play Range out, and so now I get a sequence that looks like this, so it's a little faster camera move. So, that's certainly a step in the right direction there. Now, the other thing that's going on here is that my ending value, I don't want the Camera to go to the right, I want it to go to the left. In the Inspector tab all I have to do is change my End value. I want to make this a negative value. So, Inspector Behaviors here for the Camera behavior, all I have to do is move this around and I want to make this a negative value. So again, I should be able to get a little bit of a preview as to what this is going to look like. And another thing that you can do after I reset this parameter is that you can go to the end of your movement, as it's currently set right there, and now you can set the end. So now that's about what I wanted and just to give this a little bit less cluttered look, let's make the Clemente layer go away and now I've got a camera move that is going to look something like this. Let's make this active, select here, and play through it, you can see the Camera rotating around, you can see this four-second move, and you can further see what the end is going to look like. So, there we go if we play it in full motion right there. So, that is what the Camera move is going to look like. Now there are some other things we can do. We can make, again, the selection of the Camera here, we could go back into the Project tab and select the Camera, but you could tilt it on its X-axis like this and then notice that that will be the Camera move there, but we don't want to do that. We want to swivel it on the Y-axis. We could have done it on the Z-axis as well. That would kind of rotate the entire picture around, but once you have these camera behaviors in place it just depends on what you select. You'll be able to modify the parameters of each one in a little bit different ways, but remember again, you can reset your parameters if you want to. Also, another thing that's nice is that you can change the Speed or modify the Speed so that it's not constant, it's not quite a jarring effect if you ease it in, ease it out. Maybe you want a fast start, but then kind of settle to a stop, you can use that parameter to modify your movement that way. So, again let's see if we can take the Active Camera and get an idea of what that would look like. So, notice how it kind of slows down at the end of our four-second move so we have kind of a gentler stop to the Camera, not quite as abrupt as it was before. But you'll have lots of options with any of your camera behaviors that you select, but the idea is that you make movement of the Camera much, much easier to execute.
Tutorial Information
| Course: | Apple Motion 3 |
| Author: | Brian Culp |
| SKU: | 33970 |
| ISBN: | 1-935320-33-5 |
| Release Date: | 2009-03-31 |
| Duration: | 7 hrs / 95 lessons |
| Captions: | Available on CD and Online University |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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