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Craft MotionFilterCam

›› Using Craft MotionFilterCam
›› Input Settings
›› Configure
› General Modes


Craft MotionFilterCam is an essential part of creating the illusion that a cg camera is hand-held. This plugin will overcompensate and will exageraterotations and translations of a moving object.

Examples:

1. A car is driving over bumps. The camera represents person's point of view. When the car tilts forward, the camera tilts forward more, and overcompansates when it bounces back. Eventually it finds the original position. The camera will create be moved much like a head does when the driver has a whip-lash.

2.The camera is rigged as the perspective of a person firing a canon on a tank. The recoil causes the tank to tilt. The camera will exagerate the recoil's effect for the perspective of the person firing the gun.

How much overcompensation and exagerationCraft MotionFilterCam has is up to the user. See below for configuration settings.

Craft MotionFilterCam is comprised of two parts: a FollowCam and an AttachedCam. FollowCam follows the AttachedCam, and exagerates any sudden jerks or bumps. It also overcompensates for a sudden stop - and then comes back to the AttachedCam . The AttachedCam is first bound to an animated object: When the recording starts, Craft MotionFilterCam begins to follow the object . As long as the original motion is fairly linnear and uneventful Craft MotionFilterCam will behave like a regular attached camera.
Craft MotionFilterCam is a passive camera tool. It is controlled in real time by being bound to either an animated object or another (active) camera (for example Craft ObserverCam). When Craft MotionFilterCam is bound to another camera, both cameras must be selected in the plugin list before pressing record so that they both record simultaneously.

Craft MotionFilterCam Details

Using Craft MotionFilterCam

Warning Optimizing the scene
It's wise to optimize the scene before starting to record the animation. The scene is optimized by decreasing the amount of polygons shown during the recording. This is achieved by hiding objects not crucial to the part of the scene that you are currently animating. Another tip is to use Craft Bounding Poly, which temporary lowers the amount of polygons for selected objects and allows for a smoother recording.


  1. Create a Craft MotionFilterCam.
    Craft MotionFilterCam
  2. Position MotionFilterCam_01_AttachedCam on a moving object.
    SoftMotionCam positioned
  3. Link/Parent MotionFilterCam_01_AttachedCam to the moving object. The MotionFilterCam_01_FollowCam does not need to be attached to any object.
  4. Change view to MotionFilterCam_01_FollowCam.
  5. Press Record to start the recording. You can also use Resimulate as a quicker way of creating the animation for the camera.
    • If the recording is not satisfactory drag the timeline back to any position, re-configure the Craft MotionFilterCam's configuration and continue to re-record from there. The values can be changed during recording to easily get the perfect configuration.
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Input settings

Input settings

Spinner...

Spinners enables the change of parameter values with an input controller in real-time.

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Configure

configure

General Modes

Fixate Translations
Fixates the camera's translations, i.e. no filtering.

Translation Response Factor
A value for how fast this function will react to its parent's movement. A value of 1 yields instant reaction and a lower value will add a fade in for the reaction.

Translation Smoothing Factor
This factor determines how much the camera will smooth out rebounces at stop.

Translation Max Velocity
This value determines how fast the camera can translate (move).

Fixate Rotations
Fixates the camera's rotations, i.e. no filtering.

Rotation Response Factor
A value for how fast this function will react to its parent's orientation. A value of 1 yields instant reaction and a lower value will add a fade in for the reaction.

Rotation Smoothing Factor
This factor determines how much the camera will smooth out rebounces at stop.

Rotation Max Velocity
This value determines how fast the camera can rotate.

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