Thursday 8 December 2011

Animation - guildhall


Remove all geometry that isn't involved with guild hall (all geometry particle systems etc that cannot be viewed from inside the room


Setup initial camera starting from inside doorway - (moved perspective view to required position - ctrl+c to create target camera at view position)


Animated as before using auto key to move camera round scene - target independently first - then camera independently after


In planned scene camera looks at light switch on wall - however due to shape of wall and lighting positions may not be clear to see what is happening (not clear to people unfamiliar with scene - decided to add very low intensity light to help make more visible for benefit of viewer


After creating rough guided animation turned to graph editor to fine tune timings and placements for each component.


Viewing from above (for placement) + viewing camera directly (for view) can allow for adjustments whilst maintaining desired results i.e. important to view both as they can directly effect each other - changing camera position will effect obtained view and vice versa


Screen shots shows making adjustments is z axis of target to view table + canvas more directly


Screen shot shows using scale tool - highlight keys to be scaled - select scale tool (top left four along on horizontal tool bar) select all keys to be scaled - scrub left and right - scale tool locks vertical positions and relative scale of keys to each other so they all move in relative scale to each other


Screen shots show trying to create smoother camera rotation to light switch


Screen shot shows editing z axis of camera to view remote correctly


To animate projector screen simply highlighted bottom edge geometry of projector (plane geometry) turned on auto key - applied key (for start point - adjusted timeline - raised bottom edge of geometry to effectively shrink planes height (raise projector screen) add keyframe
Go into cure editor as before to adjust timings


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