[Bf-committers] Bind Camera to markers

Vilem Novak pildanovak at post.cz
Fri Jun 11 09:36:32 CEST 2010


Ok, this is a bit of a misunderstanding:
Besides the original cameras topic
we are talking about replacing some properties, so e.g. replacing a mesh, 
which would be a typical case if you e.g. simulate clay-based animation 
with replacement heads/mouths, since in such case
you don't always want to do things from 1 shape and animate it as shapes.
Another case is something I use quite often nowadays - conversion of greasepencil
animation to real curves so it can be rendered.
By 'animating text' I meant not animating of the object, but of the 'content' of such object,
 thus e.g. doing animation of somebody typing, or else. 
These things can allready be done, when you animate object layers or hiding. or if you make a
 set of object misplaced by e.g. 1000units, parent them all to an empty and then offset this empty.
I used both of these methods. Hiding/Layers don't work currently well with the current system, 
since what is hidden, is also hidden in the dopesheet, so you can't actually move the keys
(everything has to be scripted).
The 'misplacement' method is not optimal because of it makes scene bounds huge, so you can't use the
home key anymore, and probably during rendering with raytracing it can cause some serious performance
hit.
When we go back to the 'camera switching' topic, besides that the method is probably used by durian team,
(which is a strong argument why something is userfull), it's a way close to classical film making - you don't run
around with 1 camera, you shoot with several cameras and you make cuts.So, you can do it another way too,
but if properly implemented, this is more intuitive. If I remember right, Motion builder has a tool called camera switcher as
a separate thing, with it's own timeline.
Hope this explains what I actually meant in the previous e-mail.
Cheers
Vilem



> ------------ Původní zpráva ------------
> Od: Mike Belanger <mikejamesbelanger at gmail.com>
> Předmět: Re: [Bf-committers] Bind Camera to markers
> Datum: 11.6.2010 02:31:12
> ----------------------------------------
> What kind of usage case scenario would that fill?  The current animation system
> can animate text, do camera moves, and keyframe meshes.  
> I'm unsure what you mean by uses in rigging.
> 
> Markers are kind of neat, but IMO they're meant to remain simple.
> 
> On 2010-06-10, at 12:08 PM, Vilem Novak wrote:
> 
> > If I remember it right, the commit was in the svn mailing list commented as a
> temporary hack.
> > I would love some animation support for such properties, which are in the ui
> represented 
> > as the name of the datablock/string, since it could also be used not only to
> replace scene camera, 
> > but also replace meshes in some cases or to animate text. I can also imagine
> it could be used 
> > for some rigging cases.
> > Not sure if this could be done through the animation system?
> > 
> >> ------------ Původní zpráva ------------
> >> Od: Mike Belanger <mikejamesbelanger at gmail.com>
> >> Předmět: Re: [Bf-committers] Bind Camera to markers
> >> Datum: 10.6.2010 15:01:14
> >> ----------------------------------------
> >> I honestly don't know either reevuedelibre.
> >> 
> >> I just keyframe the camera, I don't see the point in learning a different
> tool
> >> just for camera moves.
> >> Also, you can use the NLA to keep track of shots :
> http://www.vimeo.com/5860167
> >> 
> >> On 2010-06-10, at 1:41 AM, revuedelibre . wrote:
> >> 
> >>> Hello,
> >>> 
> >>> I recently discover that way to change active camera during render is to
> use
> >>> "Bind camera to markers".
> >>> Why use markers ? Why not use Keyframe/drivers to change Scene.camera (
> >>> would be more homogeneous to other anim settings ) ?
> >>> 
> >>> Using markers, after binding, how to retrieve witch camera is linked to
> >>> witch marker ? I can't find any information about that.
> >>> 
> >>> Regards,
> >>> 
> >>> Ju+
> >>> _______________________________________________
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> >> 
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