Visitors to VTC.com will be able to view all introductory videos for each training course.
Free Trial Members will gain access to first three chapters for each training course.
Full Access Members have full access to VTC.com�s entire library of video tutorials.
Let's look at the animation again. Besides it moving along the path, the spaceship is also rotating. Let's stop. Now I want to draw your attention to a small button in the Project Window next to the Lock, this icon that looks like a small magnifying glass. This is a pop-up for selecting what channels we want to view in the Project Window. Click on that and right now I have it set to Position. Let's change it to All and we see we actually have more than four keyframes. Click on the Disclosure Triangle and X-Form and you see the rotation keyframes. The Channel Viewer Button is very helpful in keeping what channel you're animating at the moment clear in your mind. It just reduces the clutter. Also I want to point out that the motion path is created by position keyframes. This is why you don't see any other keyframe points along the path; just position. Let's open another project. Now I want to wind up our look at motion paths by talking about animating a camera. The Camera Object is the only object that has two positions; one for its body and one for its reference point. Let's expand the top view and play the animation there. Click the top view's Preview Button. In this project I have two cameras; good and bad. Both are moving towards our spaceship in the same way. The difference is that with the good camera, the distance between the camera body and its reference point remains the same during the animation. Let's isolate the cameras. Turn off the bad and preview again the good camera. Now let's switch and see the bad camera. Let's shrink the top window back and preview in the Camera View. First we choose the good camera; very smooth. And now the second. There's a very small bump as we fly towards the spaceship. OK, it's not that bad but it does illustrate a point. Let's look at the front window. We could see that the bad camera's reference point is a curve just like everything else. The more the reference point changes or its distance increases from the body of the camera, the more of a curve it has. When you start animating, you might be tempted to just aim your camera by stretching its reference point all the way to your subject of your frame and just follow it around that way. This will increase your chance of creating bumps in your camera path. Try to keep the distance between the camera body and its reference point consistent at least. Sudden changes in its length will cause bumps.
| Course: | Electric Image Animation System 7 |
| Author: | Scott Simmons |
| SKU: | 33996 |
| ISBN: | 1-935320-45-9 |
| Release Date: | 2009-06-01 |
| Duration: | 8 hrs / 102 lessons |
| Work Files: |
Yes |
| Captions: | No |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |