Dec 15, 2018 - 01:53 AM
To gain control of plan movement and plan rotation as well as vertical movement and camera vertical rotation - I create the camera, give that a null centred on itself so I can animate just the up and down rotation movement of the camera without locking the camera itself into a choreography condition.
Then create a sphere as big as I like, making it visible only in wireframe (I do all work in wireframe).
I place the centre of this sphere on the centre point of the camera - vetical and horizontal centre. However it can be handy at some other centre of action.
I then create three new levels based on the same sphere. A nested group of centre axii which allows me to use one level for one axis.
The very outer level (at the top) I leave alone until desperate.
The next level down is just "horizontal" x and y movement of group. This can be easily mapped in the scene to paths but I use key framing at all times. I suppose I mean xz axii since my POV here is plan view, but I'll persist.
The next level down is x/y rotation - and if anything is going to go astray in the procedure it will be rotation - so in this procedure it has its own level for tweaks corrections etc.
Each level affects only the level below it of course and knowing that, I may at times shift designations around where called for.
So it's x/y straight, then x/y rotation, the layer next down is vertical progression work. And thus far its vertical axis remains true to the world view selected. The handle is straight up and down.
These usually cover the object (whether a camera object, a model object or part of one) and with the vertical rotation set on the first camera/object null then all axii motion and all axii rotation are available for setting up and adjusting as needed.
Obviously the point being controlled can now be attended to one attribute at a time. Just that one level or other aspect of a key frame line in the chreography graph without any confusion with any other parameter's timeline/key frames.
I wont bother with the choreography graph or any of the other control options available but I will usually call the motion graph of a level at some stage.
The animation levels can obviously reside within a parent object that may have it's own heirarchy of animation controls of course.
Another benefit is with the frequent mess of a wireframe project, I just go looking for spheres.
Anyway, that's it, very robust, very fast and very obvious.
Apologies for no screen grabs - havent figured out how to get images into the page here.
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