Re: RS7 Ubuntu Linux all the shortcuts are not working but camera movements
Jean-Sebastien Perron wrote: For example ctrl-A ctrl-Z etc... are not working? Jean-Sebastien Perron www.NeuroWorld.ws I think this is a known bug and is actually a limitation imposed by the motif gui engine. I think they will work if you disable num-lock. If that is the case, there is a way to make these work along with the num-lock, it has been covered on the RS wiki: http://rs3dwiki.the-final.info/index.php?title=Linux_specific_tips It is the fourth tip. Regards, Zaug
RS7 Ubuntu Linux all the shortcuts are not working but camera movements
For example ctrl-A ctrl-Z etc... are not working? Jean-Sebastien Perron www.NeuroWorld.ws
Re: Short 1min Camera Fly Anim...
Hi Jean-Sebastien I like it, both of my animation project are kind of ride shows but with no tracks. The music is really good. The resolution and video compression are too low for me to watch it again and again. Otherwise it is entertaining. Would be better if the camera was closer to the rails and if you could slow speed as you climb and speed up as you go down. Also when you turn right you bank the camera to the right witch is logic but it would be nice if you could just bank on the opposite direction just rapidly just like in reality where the gravity would pull your head in the opposite direction. I would like to see that same animation in the world of the first and last images of your video. Thanks for sharing Beg-inner Jean-Sebastien Perron www.CombadZ.com Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Re: Short 1min Camera Fly Anim...
Hi Jean-Sebastien Sorry for my late reply I like it, both of my animation project are kind of ride shows but with no tracks. The music is really good. Thank you... I am happy you liked both the anim and the music.. The resolution and video compression are too low for me to watch it again and again. Otherwise it is entertaining. Ok, I always use the same res and compression... for all my Test Anims, and I always render directly to a compressed format, as its always just tests..=). I really should get into a better habit of render into image sequences instead, to keep the original nice quality renders.. (but I havent, since I mostly just do my fiddling and test anims..=) Would be better if the camera was closer to the rails and if you could slow speed as you climb and speed up as you go down. Yep I agree with you on both of these for a view from a Roller Coaster waggon... Though for this anim, I had in mind the view from a free flying character with a jetpack type of way to fly... =) (a guy that still learns how to fly with it..=) btw on the part of speed control, I really would like some other way to control speed of animated objects than incline/decline keyframed curves for Acc/De-eleration.. Instead being able to set speeds directly, 0 m/s start frame, 5 m/s at frame 50, 25 m/s frame 150 and so on, maybe do this with a combined Keyframe and Simulation or something.. Also when you turn right you bank the camera to the right witch is logic but it would be nice if you could just bank on the opposite direction just rapidly just like in reality where the gravity would pull your head in the opposite direction. Thx for your comment on this as well, I will keep this in mind next time when I do a more roller coaster like motion.. hopefully with some waggons or other on a track as well..! I would like to see that same animation in the world of the first and last images of your video. Me too, well, I might do something with it or similar worlds on upcoming CamFly anims.. Thanks for sharing Beg-inner Jean-Sebastien Perron www.CombadZ.com Thx for you feedback, much appreciated.. Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Re: Short 1min Camera Fly Anim...
Hi Vesa Thank you very much..! Yep you are correct in your feeling.., its due to a JetPack driven character style of the camera, at least that was my intent with it..=), and this guy is also a Beg-inner on flying, and is therefor near to fall to the ground at any time =) The rails were just there for vizualizing an abandoned Roller Coaster track.. On the part I commented on JPs reply, about speed control.. Is there a way already to do what I asked of? to control speed directly by setting direct values ! Lets say you have a Camera (dropped into a Level) and the Level is Path anim mapped to a NurbMesh and you instead of keyframing the LatticeTranslate, you keyframe its Velocity (in Phys Tab !) So you get Lattice Mapping to force the Camera to follow the NurbsMesh, but the speed of it, is Simulation controlled... I have tried to add a Keyframer Chor Above the Lattice Chor and a Simulation Chor.. Keyframer Chor (setting Velocity values) Simulation Chor Lattice Chor I have tested with different placements of these chors.. but no luck.. (I guess they take out one another.. or something..) If it isnt possible now, then I think this would be a very intuitive and nice thing to add... Thx in advance Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi, Thanks for the animation. It gives a constant feeling of falling, just like the camera was traveling outside the rails :) What a roller coaster! Best regards, Vesa
Re: Short 1min Camera Fly Anim...
Hi chris Thanks a lot..! Ok !, I have already thought of a workflow to do some nice banking corners, and I will use that and also add some bouncing as well into upcoming roller coaster anims Thank you for your input ! Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Very cool, Stefan! I would like it even more if the rails banked around the corners, and maybe a little more bouncing... Thanks for sharing! chris m Beg-inner wrote: Hi all.. http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv Here is just a short camera fly type of anim (1 min) 2.5 mb with an old musicscore of mine called Velvet Space Nothing fancy, only part of my testing to hopefully later on (If ever get to that), do some longer Roller Coaster anims... (I really love RCs, both real ones and computer generated ones...=) Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Re: Short 1min Camera Fly Anim...
Hi, Thanks for the animation. It gives a constant feeling of falling, just like the camera was traveling outside the rails :) What a roller coaster! Best regards, Vesa
Re: Short 1min Camera Fly Anim...
Is there a way you can give me a high-resolution and better compressed version. I can host the file on my website if you want for everyone. A lot of details are lost in the compression. Jean-Sebastien Perron www.CombadZ.com
Re: Short 1min Camera Fly Anim...
Very cool, Stefan! I would like it even more if the rails banked around the corners, and maybe a little more bouncing... Thanks for sharing! chris m Beg-inner wrote: Hi all.. http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv Here is just a short camera fly type of anim (1 min) 2.5 mb with an old musicscore of mine called Velvet Space Nothing fancy, only part of my testing to hopefully later on (If ever get to that), do some longer Roller Coaster anims... (I really love RCs, both real ones and computer generated ones...=) Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Short 1min Camera Fly Anim...
Hi all.. http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv Here is just a short camera fly type of anim (1 min) 2.5 mb with an old musicscore of mine called Velvet Space Nothing fancy, only part of my testing to hopefully later on (If ever get to that), do some longer Roller Coaster anims... (I really love RCs, both real ones and computer generated ones...=) Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..
Re: Short 1min Camera Fly Anim...
Beg-inner wrote: Hi all.. http://files2.bredband.net/cpuser_1020427g9r/My_RS_Anims/CamFlyCubey_02.wmv Here is just a short camera fly type of anim (1 min) 2.5 mb with an old musicscore of mine called "Velvet Space" Nothing fancy, only part of my testing to hopefully later on (If ever get to that), do some longer Roller Coaster anims... (I really love RCs, both real ones and computer generated ones...=) Take Care Best Regards SteFan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. I like it, both of my animation project are kind of "ride shows" but with no tracks. The music is really good. The resolution and video compression are too low for me to watch it again and again. Otherwise it is entertaining. Would be better if the camera was closer to the rails and if you could slow speed as you climb and speed up as you go down. Also when you turn right you bank the camera to the right witch is logic but it would be nice if you could just bank on the opposite direction just rapidly just like in reality where the gravity would pull your head in the opposite direction. I would like to see that same animation in the world of the first and last images of your video. Thanks for sharing Beg-inner --- On another subjet : I just bought the Air renderer to use with my CombadZ software. I had no choice since realsoft does not offer the possibility to be used as a stand-alone renderer. http://www.sitexgraphics.com/ So for me it's definitive, realsoft is only a modeler to me. Wish realsoft could be decomposed in smallest application (modeling, texturing, shading, lighting, animating, rendering)so it can be used externally. Jean-Sebastien Perron www.CombadZ.com
RE: landscaping (Re: Can We Export RS3D Camera Data ?)
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast Sent: 17 April 2008 02:42 To: user-list@light.realsoft3d.com Subject: Re: landscaping (Re: Can We Export RS3D Camera Data ?) Nice work Mark and Gary! cm I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark Inspiring! Thankz, Zaug
RE: landscaping (Re: Can We Export RS3D Camera Data ?)
I'll try that again The rock looks great. Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of standley and mungenast Sent: 17 April 2008 02:42 To: user-list@light.realsoft3d.com Subject: Re: landscaping (Re: Can We Export RS3D Camera Data ?) Nice work Mark and Gary! cm I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark Inspiring! Thankz, Zaug
Re: landscaping (Re: Can We Export RS3D Camera Data ?)
Thanks everyone, I'll upload the materials as soon as I've polished them a bit (adding a GUI and simplifying/optimizing them). I've been working hard on the rock layers material but I'm not happy enough with it yet! BTW I recapitulated the World Machine - HDRShop - RS3d pipeline, things still work as expected and a little tut or text will follow as soon as I'm done with the commercial stuff! -Mark Nice work Mark and Gary! cm I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark Inspiring! Thankz, Zaug
Re: landscaping (Re: Can We Export RS3D Camera Data ?)
Nice work Mark and Gary! cm I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark Inspiring! Thankz, Zaug
Re: Camera ?
simply dont click in the view and hit enter or RMB- accept..and all is fine as before .. hopefully ;°) gunnar Hi Gunnar : Yes , the bug is consistent with my personal startup project , but is not in the original install's Startup Project . Not sure how it crept in there . Guess I'll have to rebuild it , again . thanks for your reply garry Maybe it's my non-stock Startup , when I create a camera object it isn't positioned properly . In fact , if i move my mouse in front of the View Window the Camera Object appears in Wireframe. The workaround is to do a Left-Mouse/Camera/View to Object . Previous versions did this automatically for you . studio
RE: landscaping (Re: Can We Export RS3D Camera Data ?)
Very nice image Mark! Arjo. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark
Re: Camera ?
Hi Garry, I have the same bug when I try to create a camera in quadview environment. Just maximize the 3d window (Alt + doubleclick) and retry to create a camera. Jan
Re: landscaping (Re: Can We Export RS3D Camera Data ?)
I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark Inspiring! Thankz, Zaug
Re: Camera ?
Hi Garry, I have the same bug when I try to create a camera in quadview environment. Just maximize the 3d window (Alt + doubleclick) and retry to create a camera. Jan Ah , OK , thanks . garry
landscaping (Re: Can We Export RS3D Camera Data ?)
Hi Mark : Yes , HDRI seems to work very well for displacements . RS wasn't really designed for landscaping but it's so flexible that much is possible if you stretch it a bit ;) I'll dig up some of these projects and re-install World Machine and the conversion SW to see if I can replicate the pipeline. Threw your HDRI displacement project on the server , for now . http://www.studiodynamics.net/list/HDRdisplacement.zip 780KB garry Garry, Thanks for that. I found out I also still have the project, it's not lost in the void ;) The procedure is coming back bit by bit in my head now... I'm almost sure I used the excellent HDRShop to convert WorldMachine 32bit floating point RAW output to HDRI. I just checked the www.world-machine.com site and it appears a new version is coming soon, maybe that'll give me a new impulse to landscaping with RS. Frankly, RS isn't very suitable for landscapes (hmmm, choking on an imported medium-sized DEM...) compared to some specialized software, but it's versatile enough for some interesting things! Theoretically, with V6, new opportunities are awaiting with the plants and instancing, but that will be a heavy load on poor RS... I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark
Re: landscaping (Re: Can We Export RS3D Camera Data ?)
The procedure is coming back bit by bit in my head now... I'm almost sure I used the excellent HDRShop to convert WorldMachine 32bit floating point RAW output to HDRI. Great . If you want to do a readme.txt I'll add it to the .zip . Theoretically, with V6, new opportunities are awaiting with the plants and instancing, but that will be a heavy load on poor RS... Yep . I've been working on a VSL shader for rock layers that's really not finished yet, but if anyone is interested I'll upload this project: http://www.athanor3d.com/pub/isle02_triset.jpg Maybe it's worth working out this material better. Well , it's a nice render , and good looking 'Strata' Shader . I think I've said it a few times ... need a Shader that will texturize , based on 'Height' (altitude) and 'Mesh Angle' (slope) . In a new project - a cave- I used a simple noise modified by a curve for displacement of the rocks, and a color that depends on bump height. The result was surprizing: http://www.athanor3d.com/pub/View07c1.jpg However, in some viewpoints, displacement rendering artifacts spoil the image :( -Mark Nice render ! garry
Camera ?
Maybe it's my non-stock Startup , when I create a camera object it isn't positioned properly . In fact , if i move my mouse in front of the View Window the Camera Object appears in Wireframe. The workaround is to do a Left-Mouse/Camera/View to Object . Previous versions did this automatically for you . studio
Re: Camera ?
simply dont click in the view and hit enter or RMB- accept..and all is fine as before .. hopefully ;°) gunnar - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Sunday, April 13, 2008 7:52 AM Subject: Camera ? Maybe it's my non-stock Startup , when I create a camera object it isn't positioned properly . In fact , if i move my mouse in front of the View Window the Camera Object appears in Wireframe. The workaround is to do a Left-Mouse/Camera/View to Object . Previous versions did this automatically for you . studio
Re: Can We Export RS3D Camera Data ?
what seems to actually screw thig up with huge scenes is the undo buffer, when setting undo to 0 (which is what i nearly allways do) you can work quite well even with big scenes/objects.. i was even able to collision deform against a 900k poly object ;°) even though that was not really in realtime i admit. but working without undo is not really everybodys dream. regards gunnar Hi Gunnar : Sounded good , but tried it with 300K poly and got the same saddened result at rendertime (see attached) . The plan was a tutorial to show - import .DEM , UV map , render . Bizzare results , with UV Editor/rendering attempts . Oddly , I can easily throw a 300K Poly object around like it was nothing in OpenGL with lame onboard Intel Video . Everything else is a complete buzz-killer (Task-Manager). Time for bed . This party is over . garry attachment: 300k.gif
Re: Can We Export RS3D Camera Data ?
Sounded good , but tried it with 300K poly and got the same saddened result at rendertime (see attached) . The plan was a tutorial to show - import .DEM , UV map , render . I forgot to mention that I can do some things very easily , such as stretch/bend/move the 300K poly mesh . However , it won't render . Trips into the UV Editor are trips into hell . I'm sure these kinds of things can be resolved , as Arjo suggested , by some simple coding techniques . Maybe I'll put away this tutorial until then . RS3D seems sometimes like a Ferrari , sometimes a truck . bye for now garry
Re: Can We Export RS3D Camera Data ?
regarding uv editing: create a new uvset viewmodel and drop it to the uveditor.. close it and reopen.. everything should work then.. its just that rs confuses uv view models with normal view models sometimes causing strange things to happen. Gunnar OK , will try it , maybe tomorrow . So far tonight , no luck and many error messages . UV Set works well though with 80K . Try higher poly's tomorrow . thanks garry
Re: Can We Export RS3D Camera Data ?
yup i forgot to mention that i also mainly dont render in real anymore.. the renderer is just plain too slow and the quality compared to renderman compatible renderers is bad.. i mean for renderman compatible renderer displacement is just a piece of cake while real nearly dies and still has no comparable displacement resolution.. and even worse, the motion blur via brute force method of rs is also not realy usefull for broadcast media since you need atleast 16 timesamples which makes rendertimes go boom. and just like you mentioned the ram consumption is terrific. regarding uv editing: create a new uvset viewmodel and drop it to the uveditor.. close it and reopen.. everything should work then.. its just that rs confuses uv view models with normal view models sometimes causing strange things to happen. Gunnar - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, April 11, 2008 11:43 AM Subject: Re: Can We Export RS3D Camera Data ? Sounded good , but tried it with 300K poly and got the same saddened result at rendertime (see attached) . The plan was a tutorial to show - import .DEM , UV map , render . I forgot to mention that I can do some things very easily , such as stretch/bend/move the 300K poly mesh . However , it won't render . Trips into the UV Editor are trips into hell . I'm sure these kinds of things can be resolved , as Arjo suggested , by some simple coding techniques . Maybe I'll put away this tutorial until then . RS3D seems sometimes like a Ferrari , sometimes a truck . bye for now garry
Re: Can We Export RS3D Camera Data ?
I have a project file (no readme.txt) that shows an HDRI image for displacement mapping . Is that yours ? Where did you get the bitmap ? Any info to share on this ? cheers garry Yes that must be mine, I generated that image in World Machine to see if it's better than .bmp for bump/displacement mapping (conversion in HDRshop and some other SW, forgot the details). It's much better indeed: thanks to HDR's floating point high-precision compared to 255 integer steps in the bmp. One more reason for RS to make this an integral part of the software... Landscapes with a low-res smooth mesh and a hi-res HDR displacement map can be very nice and detailed, and the choking on big meshes is avoided. But avoid to get the camera too close: black-edged artifacts can pop up at the edges :( RS wasn't really designed for landscaping but it's so flexible that much is possible if you stretch it a bit ;) I'll dig up some of these projects and re-install World Machine and the conversion SW to see if I can replicate the pipeline. cheers, Mark
Re: Can We Export RS3D Camera Data ?
Yes that must be mine, I generated that image in World Machine to see if it's better than .bmp for bump/displacement mapping (conversion in HDRshop and some other SW, forgot the details). It's much better indeed: thanks to HDR's floating point high-precision compared to 255 integer steps in the bmp. One more reason for RS to make this an integral part of the software... Hi Mark : Yes , HDRI seems to work very well for displacements . RS wasn't really designed for landscaping but it's so flexible that much is possible if you stretch it a bit ;) I'll dig up some of these projects and re-install World Machine and the conversion SW to see if I can replicate the pipeline. Threw your HDRI displacement project on the server , for now . http://www.studiodynamics.net/list/HDRdisplacement.zip 780KB garry I have a project file (no readme.txt) that shows an HDRI image for displacement mapping . Is that yours ? Where did you get the bitmap ? Any info to share on this ? cheers garry Yes that must be mine, I generated that image in World Machine to see if it's better than .bmp for bump/displacement mapping (conversion in HDRshop and some other SW, forgot the details). It's much better indeed: thanks to HDR's floating point high-precision compared to 255 integer steps in the bmp. One more reason for RS to make this an integral part of the software... Landscapes with a low-res smooth mesh and a hi-res HDR displacement map can be very nice and detailed, and the choking on big meshes is avoided. But avoid to get the camera too close: black-edged artifacts can pop up at the edges :( RS wasn't really designed for landscaping but it's so flexible that much is possible if you stretch it a bit ;) I'll dig up some of these projects and re-install World Machine and the conversion SW to see if I can replicate the pipeline. cheers, Mark
RE: Can We Export RS3D Camera Data ?
Hi Garry, Some S/W is optimised for million polygon scenes , some are not . That , I can accept . I have a very hard time accepting that some tools that are years old still do not work right . Years ago (early 90's) I chose RS especially because it was not polygon based. There are so many advantages above working with polygons. Think about any curved surface and perfect Booleans. But it's true there are disadvantages too. Polygon based objects have advantages when working with irregular shapes. They're also more flexible when it comes to deforming. It's true that RS is far too slow in handling scenes with hi poly objects. It's true that it starts to stall, so bad you have to use task manager to stop the process. It's nice that there's support for Realflow for instance, but the imported meshes are hard to deal with. When I created those snow surfaces I had to adjust the mesh here and there. This was undoable inside RS. So I exported proxies for the buildings and edited the mesh outside RS to import them again to render. It's sad that we just got this soft selection tool, but then I can't use it because it can't handle the mesh I want to use it on. I remember when the nurbs objects appeared first, they were extremely slow to render. Only after another update they became usable. I hope Vesa and Juha manage to develop the app. in such a way that it can handle both worlds (polygon and solid) in an good way. Arjo.
Re: Can We Export RS3D Camera Data ?
Hi Mark : As I said , we love this S/W and so should speak up about things that are not doing RSV6 any good . I wasn't putting it down , just pointing out the obvious flaws that some of the inner circle people seem to love to ignore . Hi Garry, Maybe they get used to these flaws too easily, like screen blanks and sluggish behavior... (if rendering with all cores, don't touch anything and hold your breath!). A few months ago someone remarked that it's more stable on Linux, so I suspect XP has something to do with the (pseudo-)crashes. It's one reason I want to try RS on Linux, but it will take a lot of time to get familiar with that beast. (and raise the $$$ to buy a new quad-or 8-core machine) Yes V6 has some cool new stuff , especially for architecture . Yes , I think most of the code is there for the .OBJ plugin , but it's not 100% . It worked for you then , so try it now . I decided to write a tutorial on .DEM import and rendering . Brought in one single 3/4 Million faces .DEM and RS choked so bad I had to keep shutting it down via Task Manager . DEM = landscape = big scene = choke :( Yeah, that's one of the pains of RS: even if it manages to render a big scene, editing becomes torture because you have to wait after every action. They probably invented the handy File Instance tool to circumvent this. Looking forward to the tut! Let me know if I can help, I did a lot with landscapes in the past, mostly rendered by WorldMachine and converted to .obj by Vue, but also some DEMs. Haven't tested V6 with large landscapes yet, though. TIA! -Mark
Re: Can We Export RS3D Camera Data ?
Hi, i too bought real once because of csg modelling which allowed unbelivably complex scenes i could not create in 3d studio under dos even if i had 10 times the computation power.. ah those lucky times ;°) but dont take it wrong, real is still incredible for me, else i would not use it anymore, but it still saves me lot of time and nowadays its not because its good in handling big scenes(which its obviously bad in) but its workflow is simply amazingly better then anything else i know.. just being able to rotate whatever about whatever with 3 clicks, or model with just 3 keyboard modifiers is far ahead of the others where you need to move pivots to rotated about them etc. i simply love real for that(not to speak of vsl and shader handling in general in real which is just a work of geniusses!).. but on the other hand you get mad when looking at the mess in some of its areas... just to name it: 3 different uvmapping types for sds??!! (point uvs,perface uvs,uvsets) .. sometimes you get the felling to work in a experimental toolkit.. there are lots of import/exports which all work somehow but none does really nail it, experimental features like procedural metaballs.. those really are a joke to me, absolutelly useless since they are just spheres connected by hyperboloids they cant be used for anything good looking and most of all not for fluids because they have mayor problems with being transparent.. speaking of metaballs: absolute resolution is also not a good choice for them..divisions per world space would be much more usefull choice. its just a little sad that rs is sometimes not really production oriented.. for example i badly miss a camera mapping projection as material mapping type since it would make my live alot easier. or velocity motion blus(fake moblur).. but still v6 is totally cool with its new features and from what i heard it becoming alot cooler ;°) so sometime noone will even notice but all those little edges will be gone. i really am a little ashamend that i dont have time and money to support rs more since basically the 2 meskanens do a awesome job and i hope that will continue a long time. when i look at other 3d soft i cant even understand how they manage to get things done where others need 10or 50x the manpower to still screw it up ;°) y 2 cents gunnar - Original Message - From: Arjo Rozendaal [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Thursday, April 10, 2008 9:42 AM Subject: RE: Can We Export RS3D Camera Data ? Hi Garry, Some S/W is optimised for million polygon scenes , some are not . That , I can accept . I have a very hard time accepting that some tools that are years old still do not work right . Years ago (early 90's) I chose RS especially because it was not polygon based. There are so many advantages above working with polygons. Think about any curved surface and perfect Booleans. But it's true there are disadvantages too. Polygon based objects have advantages when working with irregular shapes. They're also more flexible when it comes to deforming. It's true that RS is far too slow in handling scenes with hi poly objects. It's true that it starts to stall, so bad you have to use task manager to stop the process. It's nice that there's support for Realflow for instance, but the imported meshes are hard to deal with. When I created those snow surfaces I had to adjust the mesh here and there. This was undoable inside RS. So I exported proxies for the buildings and edited the mesh outside RS to import them again to render. It's sad that we just got this soft selection tool, but then I can't use it because it can't handle the mesh I want to use it on. I remember when the nurbs objects appeared first, they were extremely slow to render. Only after another update they became usable. I hope Vesa and Juha manage to develop the app. in such a way that it can handle both worlds (polygon and solid) in an good way. Arjo.
Re: Can We Export RS3D Camera Data ?
A few months ago someone remarked that it's more stable on Linux, so I suspect XP has something to do with the (pseudo-)crashes. It's one reason I want to try RS on Linux, but it will take a lot of time to get familiar with that beast. (and raise the $$$ to buy a new quad-or 8-core machine) Hi Mark : Actually , I find V6-XP to be very stable , indeed . However , I can get it to crash every time with certain things . Usually that's a sign of a small bug . DEM = landscape = big scene = choke :( Yeah, that's one of the pains of RS: even if it manages to render a big scene, editing becomes torture because you have to wait after every action. Yes , indeed , but it's not Ram related (I don't think) . Happens even with 'Render to Polygons' too . They probably invented the handy File Instance tool to circumvent this. Yes , for trees and plants it is very necessary and appreciated . Looking forward to the tut! Let me know if I can help, I did a lot with landscapes in the past, mostly rendered by WorldMachine and converted to .obj by Vue, but also some DEMs. Haven't tested V6 with large landscapes yet, though. -Mark Thanks Mark . Yes , I know you are the Landscape King on this list . Very nice renders and thanks for the project files . I have a project file (no readme.txt) that shows an HDRI image for displacement mapping . Is that yours ? Where did you get the bitmap ? Any info to share on this ? cheers garry
Re: Can We Export RS3D Camera Data ?
Hi what seems to actually screw thig up with huge scenes is the undo buffer, when setting undo to 0 (which is what i nearly allways do) you can work quite well even with big scenes/objects.. i was even able to collision deform against a 900k poly object ;°) even though that was not really in realtime i admit. but working without undo is not really everybodys dream. Actually , I find V6-XP to be very stable , indeed . However , I can get it to crash every time with certain things . Usually that's a sign of a small bug . DEM = landscape = big scene = choke :( Yeah, that's one of the pains of RS: even if it manages to render a big scene, editing becomes torture because you have to wait after every action. regards gunnar
Re: Can We Export RS3D Camera Data ?
Hi Garry, with all that about file exchange and import export you are ABSOLUTELY right!! i´m speaking about their importance to RS for nearly as long as im on the beta list and its still one of the worst supported parts of rs.. dont know why but there are plugins for rs for import/export that work 1000% better then rs´s own tools.. there is just a few (matchmoving ) importers in real which really do what they claim the rest ist just halfway useless implementations like 3ds,obj,fbx .. none of them works really .. its really not the best advertisement for rs, especially as today everyone wants to import / export something to other special tools. i fully understand your point! gunnar - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, April 08, 2008 7:16 PM Subject: Can We Export RS3D Camera Data ? Speaking : of import/export do we have any means/methods/workarounds for exchanging camera data with other S/W ? I know we can import Icarus/Boujou/RealViz , but what about getting camera data out of RS and into Max or After Effects etc etc etc ? (I'm assuming - not) Thanks studio
RE: Can We Export RS3D Camera Data ?
Hi Gunnar, I fully support your cry for better im- and export. Frank Bueters -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Gunnar Radeloff Verzonden: woensdag 9 april 2008 8:22 Aan: user-list@light.realsoft3d.com Onderwerp: Re: Can We Export RS3D Camera Data ? Hi Garry, with all that about file exchange and import export you are ABSOLUTELY right!! i´m speaking about their importance to RS for nearly as long as im on the beta list and its still one of the worst supported parts of rs.. dont know why but there are plugins for rs for import/export that work 1000% better then rs´s own tools.. there is just a few (matchmoving ) importers in real which really do what they claim the rest ist just halfway useless implementations like 3ds,obj,fbx .. none of them works really .. its really not the best advertisement for rs, especially as today everyone wants to import / export something to other special tools. i fully understand your point! gunnar - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, April 08, 2008 7:16 PM Subject: Can We Export RS3D Camera Data ? Speaking : of import/export do we have any means/methods/workarounds for exchanging camera data with other S/W ? I know we can import Icarus/Boujou/RealViz , but what about getting camera data out of RS and into Max or After Effects etc etc etc ? (I'm assuming - not) Thanks studio
Re: Can We Export RS3D Camera Data ?
Hi Gunnar : Thanks very much for your reply . Feeling a little like I'm the only one who cares about stuff like this , so it's very nice to hear from someone who completely understands . Anyway , let's face it , some of us really love this S/W , so of course we will speak our minds , even if it may cause some small troubles , now and then , here and there . It's best , I think , that we do speak up , and not try to focus on being a very good boy . It's best for the Realsoft3D in the long run , in the bigger picture . I really believe that Realsoft3D would be an absolute killer S/W for the Apple platform , but I think it must have it's rough edges , smoothed out first . Things absolutely _must_ work , first time ... everytime . No excuses . Anyway , here's hoping that RS will make a quantum leap forward with all it's many tools by fixing the coding here and there , and opening itself up to the world much more . cheers Gunnar thanks again for your post garry Hi Garry, with all that about file exchange and import export you are ABSOLUTELY right!! i´m speaking about their importance to RS for nearly as long as im on the beta list and its still one of the worst supported parts of rs.. dont know why but there are plugins for rs for import/export that work 1000% better then rs´s own tools.. there is just a few (matchmoving ) importers in real which really do what they claim the rest ist just halfway useless implementations like 3ds,obj,fbx .. none of them works really .. its really not the best advertisement for rs, especially as today everyone wants to import / export something to other special tools. i fully understand your point! gunnar Speaking : of import/export do we have any means/methods/workarounds for exchanging camera data with other S/W ? I know we can import Icarus/Boujou/RealViz , but what about getting camera data out of RS and into Max or After Effects etc etc etc ? (I'm assuming - not) Thanks studio
Re: Can We Export RS3D Camera Data ?
It's best , I think , that we do speak up , and not try to focus on being a very good boy . It's best for the Realsoft3D in the long run , in the bigger picture . Hi Garry list, True. I've always liked the software but I had my share of hairpulling too. I had high hopes of the advertized FBX support, but - correct me if I'm wrong - it's only basic geometrics, no textures. Is it so much to ask for a few fully supported formats, including textures and animation? It would grant RS access to completely new niches of customers. Of course file exchange should get top priority now. That, and sheer stability and the ability to handle 'big' projects smoothly, without choking too early. The .obj support was a big step, I managed to import Ivy generated .obj files including UV and textures, but forgot the details... then there is this obscure 3ds+ plugin that's only hinted at somewhere in the forum. It's not enough, it's getting stale. First things first: stability, file exchange, polish the old V4 tools and their docs (like UVImage). But despite all that I'm really happy with some of the new V6 tools (good boy!), especially the Building tool which I've used extensively the past few months. The Plant tool is really nice too, but extremely resource-hungry. And I couldn't live without VSL ;) Next thing to try: running RS on a 64bit Linux quadcore machine with lots of RAM, I hope that will lead to less freezes/crashes/blank screens than my current XP box, and will enable me to render old complex plants without much hassle. -Mark H
Re: Can We Export RS3D Camera Data ?
Hi Mark : As I said , we love this S/W and so should speak up about things that are not doing RSV6 any good . I wasn't putting it down , just pointing out the obvious flaws that some of the inner circle people seem to love to ignore . Yes V6 has some cool new stuff , especially for architecture . Yes , I think most of the code is there for the .OBJ plugin , but it's not 100% . It worked for you then , so try it now . I decided to write a tutorial on .DEM import and rendering . Brought in one single 3/4 Million faces .DEM and RS choked so bad I had to keep shutting it down via Task Manager . I have a Quad core with 4 Gigs of ram , but the amount of Ram was not the issue at all . RS never consumed more than 20% of the available ram . I just don't think RSV6 is that optimised for large scenes , even still . Hey , by all means go 64Bit and 32 Gigs of ram , but don't be surprised if it only helps a little , and not a lot . For instance , load the sample scene Samples/scene_template/ island project . It's 10,000 faces and RS handles it OK . It traces OK with this Quad . Now , smooth the SDS mesh and it's 40,000 faces . RS goes very slow now . 40K is nothing nowadays . Turn off displace- ment rendering and it renders in less than 2 minutes and does look good , but no joy to work with . 750 MB's of Ram used ! Some S/W is optimised for million polygon scenes , some are not . That , I can accept . I have a very hard time accepting that some tools that are years old still do not work right . cheers garry It's best , I think , that we do speak up , and not try to focus on being a very good boy . It's best for the Realsoft3D in the long run , in the bigger picture . Hi Garry list, True. I've always liked the software but I had my share of hairpulling too. I had high hopes of the advertized FBX support, but - correct me if I'm wrong - it's only basic geometrics, no textures. Is it so much to ask for a few fully supported formats, including textures and animation? It would grant RS access to completely new niches of customers. Of course file exchange should get top priority now. That, and sheer stability and the ability to handle 'big' projects smoothly, without choking too early. The .obj support was a big step, I managed to import Ivy generated .obj files including UV and textures, but forgot the details... then there is this obscure 3ds+ plugin that's only hinted at somewhere in the forum. It's not enough, it's getting stale. First things first: stability, file exchange, polish the old V4 tools and their docs (like UVImage). But despite all that I'm really happy with some of the new V6 tools (good boy!), especially the Building tool which I've used extensively the past few months. The Plant tool is really nice too, but extremely resource-hungry. And I couldn't live without VSL ;) Next thing to try: running RS on a 64bit Linux quadcore machine with lots of RAM, I hope that will lead to less freezes/crashes/blank screens than my current XP box, and will enable me to render old complex plants without much hassle. -Mark H
Can We Export RS3D Camera Data ?
Speaking : of import/export do we have any means/methods/workarounds for exchanging camera data with other S/W ? I know we can import Icarus/Boujou/RealViz , but what about getting camera data out of RS and into Max or After Effects etc etc etc ? (I'm assuming - not) Thanks studio
Re: Yet Another Icarus Camera Matching Example - The Bench - Issues With This Project
Hi, Thanks for a nice animation example. Some quick comments. Problem #1 - How to fill these font objects with metaballs ? Right - I have to admit that a volume filling tool is not available yet. Problem #2 - You can't 'Morph' metaball objects . Unfortunately this is true. Metaball surface does not have a timewise consistent data set defining the surface. Vertices appear and disappear frame by frame, and therefore their coordinates cannot be interpolated. Problem #3 - Metaballs do not allow you to drop the underlying 'Analytical Spheres' to a Level . True. It would seem that digging up all spheres from deeper hierarchies woudl be a better solution. Or, a hierarchy depth setting, so that the following setup would work: metaball system level1 sphere morphing sphere1 sphere2 ... level2 sphere morphing sphere3 sphere45 In above, only the target spheres of morphing levels shoudl be considered as metaballs. . There were many times I would have preferred to be able to move along the timeline without the object constantly chang- ing on me . I see your point, we will consider a solutiuon in upcoming versions. Thanks for the feedback! Kind regards, Vesa
Re: Yet Another Icarus Camera Matching Example - The Bench - Issues With This Project
Hi, Thanks for a nice animation example.Some quick comments (please see below) Hi Vesa : Thank you very much for your kind words and future considerations . Cheers ! studio Problem #1 - How to fill these font objects with metaballs ? Right - I have to admit that a volume filling tool is not available yet. Problem #2 - You can't 'Morph' metaball objects . Unfortunately this is true. Metaball surface does not have a timewise consistent data set defining the surface. Vertices appear and disappear frame by frame, and therefore their coordinates cannot be interpolated. Problem #3 - Metaballs do not allow you to drop the underlying 'Analytical Spheres' to a Level . True. It would seem that digging up all spheres from deeper hierarchies woudl be a better solution. Or, a hierarchy depth setting, so that the following setup would work: metaball system level1 sphere morphing sphere1 sphere2 ... level2 sphere morphing sphere3 sphere45 In above, only the target spheres of morphing levels shoudl be considered as metaballs. . There were many times I would have preferred to be able to move along the timeline without the object constantly chang- ing on me . I see your point, we will consider a solutiuon in upcoming versions. Thanks for the feedback! Kind regards, Vesa
Re: Yet Another Icarus Camera Matching Example - The Bench
The Bench : ... is another Icarus camera matching example using RS 'Metaballs' and 'Morphing Method' . http://studiodynamics.net/list/metamorph.avi 4MB Xvid cheers studio This Time : It's a simple animation with an F/X added in After Effects , using the Matte created in Realsoft3D . http://studiodynamics.net/list/stairs_compxvid.avi 3 MB http://studiodynamics.net/cam_match/camera_matching.html studio http://studiodynamics.net/list/flags_xvid.avi 4 MB Re-rendered and added an intro to that flags animation in After Effects . I was so concentrated on the flag's motion that I completely missed the fact that objects were slipping badly . Basic blunder ... had the objects in the wrong spots . As before the tutorial - the tutorial's animation - and the forum thread : http://studiodynamics.net/cam_match/camera_matching.html http://studiodynamics.net/cam_match/icarus11,7focal_length.avi http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6730#6730 studio
Re: Yet Another Icarus Camera Matching Example - The Bench - Issues With This Project
http://studiodynamics.net/list/metamorph.avi 4MB Xvid For What It's Worth : Some issues discovered along the way while creating this project . Problems came when attempting to create and then choreograph these metaball objects . Problem #1 - How to fill these font objects with metaballs ? I couldn't find any way (easy or otherwise) of filling an object with 'Analytical Spheres' . I'm sure the Javascript people could come up with something or maybe even using lat- tice mapping or magnetism ... I fell back to Real V3.53 and used the 'Create/Particles/Volume' on the included Tube Fonts , and then brought them into RS3D for the cleaning up process . These were transformed into metaballs . Problem #2 - You can't 'Morph' metaball objects . At least I could not find any way to do so . Tried various workarounds and gave up . Is this a bug , or me , or is it simply not possible ? Problem #3 - Metaballs do not allow you to drop the underlying 'Analytical Spheres' to a Level . The metaballs were ~400 spheres and life would have been much easier if I could have dropped each of the fonts into it's own level inside the main (huge) metaball object , but once you do that the metaball losses it's meta . Problem #4 - How do we choreograph these 400 particles ? The 'Choreography Window' is certainly not designed to work with particle clouds , and morphing doesn't work , so we have to use the 'Animation Recording' method , which doesn't sound so bad at first ... just turn on animation recording and move your meta- ball objects around and then play it back and modify , right ? Well , getting our initial keyframes was actually very easy , but adding more in-between keyframes was a chore and required a workaround method . The problem was that as I moved away from one keyframe and toward another one the object would morph as I went . There were many times I would have preferred to be able to move along the timeline without the object constantly chang- ing on me . The best way of working would have been the ability to mould the object and then hit keyframe creator object that would ask me what frame-number I wanted this key to be placed at , current frame number , or otherwise . For instance , I had a key at frame #99 that I wanted to be placed at frame #200 , but unfortunately I already had several keys between frame #99 and frame #200 . I couldn't just slide that #99 key forward to #200 because there were keys in the way, and if I just jumped to frame #200 I would loose the current pose I had constructed since the object would morph as I moved along the timeline . The bottom line is that this drawback essentially made the 'Timeline' linear , when the preferred method of working has and always will be , non-linear . cheers studio
Re: Another Icarus Camera Matching Example - revisited
Very nice work on the camera matchine very accurate and solid, a good demonstration of what is possible with it. Frank The Rookie Dodd http://studiodynamics.net/list/flags_xvid.avi 4 MB Re-rendered and added an intro to that flags animation in After Effects . I was so concentrated on the flag's motion that I completely missed the fact that objects were slipping badly . studio
Re: Another Icarus Camera Matching Example - revisited
Very nice work on the camera matchine very accurate and solid, a good demonstration of what is possible with it. Frank The Rookie Dodd Hi Frank : Thanks very much . It's been quite a learning curve but has been worth it , I think . The great thing about Icarus is that it's absolutely free to try out and use non-commercially . Syntheyes is the way to go though , mainly because the guy who is developing it is totally devoted . He must have the world's record for output modules , outputing to every con- cievable S/W that can use camera data . Not only that but this guy is always on the Syntheyes forum so any question or concern is answered very quickly . It's a joy to see such devotion to customers and S/W development . Don't know if there is an award for S/W of the year , but if there is , it should go to Syntheyes ! If only more S/W developers operated at this level of concern and response ... http://www.ssontech.com/download.htm studio http://studiodynamics.net/list/flags_xvid.avi 4 MB Re-rendered and added an intro to that flags animation in After Effects . I was so concentrated on the flag's motion that I completely missed the fact that objects were slipping badly . studio
Camera Matching: Anyone tried the free VooDoo program?
A new version was released recently. Has anyone tried it? Russell - Original Message - From: Mark Heuymans [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, March 10, 2007 8:54 AM Subject: Re: Yet Another Icarus Camera Matching Example Looking great Garry, I haven't had time to check your tut about this but no more delays! Thanks for all your efforts, Mark H This Time : It's a simple animation with an F/X added in After Effects , using the Matte created in Realsoft3D . http://studiodynamics.net/list/stairs_compxvid.avi 3 MB studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.8/716 - Release Date: 3/9/2007 6:53 PM
Re: Yet Another Icarus Camera Matching Example
Looking great Garry, I haven't had time to check your tut about this but no more delays! Thanks for all your efforts, Mark H Hi Mark : Thanks Mark ! Icarus is a bit of a bear , I'm afraid . Focal length determination in Ic' is hit and miss sometimes . Match- perspectives and angles can't be done in some cases . Export into After Effects (via Maya .ma file) is possible but not always rock solid . Still , once you get the hang of it , it can be something different to experiment with . Then you can decide if you like doing it enough to shell out $400 for an easy to use , rock solid S/W like Syntheyes . http://www.ssontech.com/synsumm.htm studio It's a simple animation with an F/X added in After Effects , using the Matte created in Realsoft3D . http://studiodynamics.net/list/stairs_compxvid.avi 3 MB studio
Re: Yet Another Icarus Camera Matching Example
Hey Garry That's a nice example of a really cool use of that technology! Well done and fun to watch. Better than Cats! chris mungenast studio wrote: This Time : It's a simple animation with an F/X added in After Effects , using the Matte created in Realsoft3D . http://studiodynamics.net/list/stairs_compxvid.avi 3 MB studio
Yet Another Icarus Camera Matching Example
This Time : It's a simple animation with an F/X added in After Effects , using the Matte created in Realsoft3D . http://studiodynamics.net/list/stairs_compxvid.avi 3 MB studio
Re: Another Icarus Camera Matching Example - revisited
Looks like a good match. I finally found some time to start a test myself. As soon as I've got some results I'll let you know. Arjo. Hi Arjo : I know you have SynthEyes (best-bang-for-buck) . Great looking cam-matching software . Hope you like it . Thanks for sharing your recent shader file , by the way . studio http://studiodynamics.net/list/flags_xvid.avi 4 MB Re-rendered and added an intro to that flags animation in After Effects . I was so concentrated on the flag's motion that I completely missed the fact that objects were slipping badly . Basic blunder ... had the objects in the wrong spots . As before the tutorial - the tutorial's animation - and the forum thread : http://studiodynamics.net/cam_match/camera_matching.html http://studiodynamics.net/cam_match/icarus11,7focal_length.avi http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=6730#6730 studio Tutorial : Has been modified slightly . http://studiodynamics.net/cam_match/camera_matching.html Same results : http://tinyurl.com/2bf9cv 400KB Xvid simple 35mm camera mpeg example test Animation http://tinyurl.com/252egy Forum thread http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=942 studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.412 / Virus Database: 268.18.3/693 - Release Date: 2/19/2007 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.4/705 - Release Date: 2/27/2007 3:24 PM
Re: Another Icarus Camera Matching Example
Tutorial : Has been modified slightly . http://studiodynamics.net/cam_match/camera_matching.html Same results : http://tinyurl.com/2bf9cv 400KB Xvid simple 35mm camera mpeg example test Animation http://tinyurl.com/252egy Forum thread http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=942 studio
Another Icarus Camera Matching Example
simple 35mm camera mpeg example test Animation http://tinyurl.com/252egy Forum thread http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=942 studio
Big Mistake was : Another New Tutorial Online - Basic Camera Matching in RS3D
Oh Boy : Mistake in that Icarus tutorial . Sorry . I was suggesting using Voodoo to determine Focal Length first , but in the end it doesn't seem to be required . Seems you can punch-in just about any Focal Length in Icarus , and the camera that RS3D creates will always turn out almost the exact same . Oddly , the placement of CGI objects do match the camera very well , but sometimes perspectives do not match , and so then we must adjust the lens , and then CGI objects seem to no longer track properly . I'll have to go back and re-do that tutorial , once I figure out how to best arrive at a good camera . May take a while . Tried the basic steps in Arjo's tutorial with no luck . http://rs3dwiki.the-final.info/index.php?title=Real_life_and_3D_camera_matching Perhaps Icarus is best for scenes where perspective mis- matching is not so obvious , and SynthEyes for more demanding work ? Apologies to anyone who unsuccesfully attempted to apply the tutorial's suggestions , to their own video , without any success . studio Hi Garry, Interesting tutorial, I've been looking at Icarus too. However I'm still in doubt about another solution as I'm not satisfied about the results I got. Maybe I made some mistakes, I don't know. Hi Arjo : Yes , Icarus can be hard to use and in fact , I could not do the Voodoo .TGA image sequence example , with Icarus alone! I had no luck with Icarus's attempt to guess at what the Focal Length of the camera was , so turned to Voodoo to find out . This is the flaw in Icarus . Fine for some video , but no good for others . That is why I strongly suggest using Voodoo to determine what the Focal length is (unless you already know the Focal Length) and use Icarus to match that Camera . Actually I'm thinking about buying Syntheyes. This was the cheepest commercial software I could find (with Realsoft export). I tried the demo and I got rock solid result with one push of the button. Yes , as I mention in the Tutorial , SynthEyes looks very good from the demo and the example script that is available for download . It will be my next S/W purchase , I think . At last, I've got some questions about your tutorial: Why did you leave out the first step mentioned by the user guide? I mean: is the destortion correction done by the distortion module not needed? I would say that usually it is not needed , unless you are building something that will really show a lack of distortion . For instance , say you are placing a long billboard into a video with a long or high fence . The fence will be distorted a little , but your RS3D billboard will not be . Then you must decide if you want to remove the video's distortion with Icarus . It will also depend on what kind of lens was used to shoot the video . As you know , wide-angle lens's will distort more . Icarus seems to do a good job with this Module, depending on how accurately you can place your input line onto your video . Why did you skip the calibration step? We skipped the Camera Calibration step in Icarus , simply because we did that step in Voodoo , first . Voodoo's Track includes the calibration step in one single button . We typed the Voodoo calibration info that we needed , into Icarus , to avoid Icarus's weak spot . Did you skip the orientation step on purpose? I couldn't get a good result with that option. Arjo. Yes , it was the Achilles heal of Icarus , in my opinion . Many of my tests proved Icarus to be completely useless when used alone on a lot of video's , thus , the tutorial's birth . The problem is that Icarus asks the user to manually draw onto a 2D image ,where the X-Y-Z planes are ! This is OK for the Icarus building example (in the Docs) , but try that with an average video scene . You could be out just a single pixel or 2 and it will change the calibration completely ! Then , Icarus will ask you is this the correct Focal Length? . How should I know ? Sometimes Icarus will tell you that the Camera cannot be calculated , even though you did your best to draw the 3 axis . Now what ? It's a joke . The only solution is to use Voodoo first . (or restrict your video's to shots with nice big sharp cubes in them) . Voodoo is a much more advanced S/W , as the current crop of camera-matching S/W's are now . Thanks for your questions Arjo , and I hope you do decide to buy SynthEyes instead . It looks like a good price and an excellent alternative to my humble freeware workaround tutorial . For those that just want to try placing an RS3D object into their video's , hopefully this tutorial will allow them to experiment a little first . studio Hi : http://studiodynamics.net/cam_match/camera_matching.html Thought I would share this information , since it may be usefull to someone . There are several links in the tute' including a link to the final RS3D project file . The resulting animation is below , and is not much to look at but gives an idea of what we
Re: Camera matching and SynthEyes - a shadow problem
Oh , oh ! a lot to learn here , thanks . Andre - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, February 02, 2007 2:12 AM Subject: Re: Camera matching and SynthEyes - a shadow problem I'll repost this stuff for newcomers : This Camera-mapping tool is awesome , and I love it so much I came back from the dead to write a tutorial on it (below) . http://www.studiodynamics.net/cam/cammap2.html Every once and a while someone will ask here how do I map realistic shadows to a photograph that I'm placing a CGI 'in-to' ? . Camera-Mapping is the answer . (See the attachments once again for the ancient example) Camera Mapping can also be used to map one single 'Super-High- Quality-Gi' render onto an entire animation . http://www.studiodynamics.net/cam/cam_map_cd.avi 2.4 MB studio __ NOD32 2029 (20070202) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com
Re: Camera matching and SynthEyes - a shadow problem
Oh , oh ! a lot to learn here , thanks . Andre Hi Andre : There is also an extensive example in the manual too , complete with examples of how to build certain shaders using VSL . file:///C:/Realsoft3D/manual/material/combine2dand3d/lake.html I highly recommend learning this skill . It's a good way to practice controlling your lighting and shadows and color saturations , to match your CGI objects with the rest of your photo or video . studio I'll repost this stuff for newcomers : This Camera-mapping tool is awesome , and I love it so much I came back from the dead to write a tutorial on it (below) . http://www.studiodynamics.net/cam/cammap2.html Every once and a while someone will ask here how do I map realistic shadows to a photograph that I'm placing a CGI 'in-to' ? . Camera-Mapping is the answer . (See the attachments once again for the ancient example) Camera Mapping can also be used to map one single 'Super-High- Quality-Gi' render onto an entire animation . http://www.studiodynamics.net/cam/cam_map_cd.avi 2.4 MB studio __ NOD32 2029 (20070202) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.16/660 - Release Date: 1/30/2007
Re: Camera matching and SynthEyes - a shadow problem
OK : Finally found a solution to the problem of trying to exclude certain shadows from certain objects (Halle_freakin_lujah) . Render in 2 stages but 'Camera Map' the first stage render onto the second stage render ... (!!as an illumination map!!) A) In the 1st pass - render only certain shadows ... B) In the 2nd pass - render remaining shadows (the illumination maps will prevent any further shadows from showing onto them) Here's the resulting animation - (flawed, but a good example) http://www.studiodynamics.net/list/good_shadows.avi 700KB Xvid Notice the spheres now _AppeaR_ to have a shadow cast onto them from a tree and a telephone pole (near the center of the images) . Here's the _bad_ example again (if you haven't seen it already) http://www.studiodynamics.net/list/bad_shadows.avi 1.4MB Xvid Henri's advice on multi-channel output makes very good sense , but for this case it can't be done , and is no big problem con- sidering it is only 2 passes at 640 x 480 resolution anyway . High Definition resolutions may prefer a single pass solution . Cheers studio
RE: Camera matching and SynthEyes - a shadow problem
Hi Garry, Seems you found the solution yourself. So I won't look into it unless you still can't get it to work. Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: woensdag 31 januari 2007 2:31 To: user-list@light.realsoft3d.com Subject: Re: Camera matching and SynthEyes - a shadow problem OK , I searched around a little bit , and on Timo's site there is a Shadow Pass shader which removes shadows from the render and sends them to a separate channel where a user can modify them in post . I'll look at this and see if it is the solution to removing shadows from certain objects . http://koti.welho.com/tmikkola/materials/ShadowPass.zip studio
Re: Camera matching and SynthEyes - a shadow problem
Hi Garry, Seems you found the solution yourself. So I won't look into it unless you still can't get it to work. Arjo. Hi Arjo : No , I think who ever built the Shadow Pass shader that is on timo's site has abandoned it's development . I could not get it to work . There must be some way to get shadows to fall on certain objects and not onto other objects , but I cannot find a way to do so . Too bad , since this is critical when compositing CGI objects 'within' a video sequence . Thanks for your offer though , and good luck with your SynthEyes tests . Looking forward to any results you might have to share in the coming weeks . cheers ! studio -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: woensdag 31 januari 2007 2:31 To: user-list@light.realsoft3d.com Subject: Re: Camera matching and SynthEyes - a shadow problem OK , I searched around a little bit , and on Timo's site there is a Shadow Pass shader which removes shadows from the render and sends them to a separate channel where a user can modify them in post . I'll look at this and see if it is the solution to removing shadows from certain objects . http://koti.welho.com/tmikkola/materials/ShadowPass.zip studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.16/660 - Release Date: 1/30/2007
Re: Camera matching and SynthEyes
Hi Henri.. Those looks coolish.-.! Yep SyntEyes seems to rock.. =) I bet its good bang for the buck..compared to most other.. Still for me abit pricey.. but I am also just a non pro.. =) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Syntheyes is the best =) You can see some of my tracks with it: http://www.talvi.com/index.php?page=projectsproject=135 or http://www.talvi.com/index.php?page=projectsproject=120 and http://www.talvi.com/index.php?page=projectsproject=110 Have fun with it! Henri Pulla vfx supervisor www.talvi.com Arjo Rozendaal kirjoitti: Hi, I bought SynthEyes today and made a first tiny test with it. I did make this bad bumpy shot with passing cars on purpose. Just to check the stability and tolerance of the tracking. I ran a mpeg opengl preview: http://www.xs4all.nl/~joly/temp/preview.mpg Of course there are no yellow cubes sitting in my street ;) As you can see it completely ignores the cars and finds a good solution for the camera. Arjo. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.17.15/659 - Release Date: 1/30/2007 9:31 AM
Re: Camera matching and SynthEyes - a shadow problem
Hi Garry, The shader does work alright. I just had a quick look at it. You have to create a new output object and assign the right channel to it. I created a photoshop output with three layers and assigned all the channels to a separate layer. Arjo. Man ... : OK , thanks Arjo . Timo jumped on the thread I have going in the forum and mentioned that this shader was actually meant for post in another program (but could be used in RS3D [no idea how] ). I mistakenly thought , with the shader's description on Timo's site that by post , it meant Post-Processing in RS3D . Anyway , yes , I got it working using an output object (once I figured out how to add anti-aliasing to it) . For those following along I rendered these (below) up so there would at least be a small example , for the abyss ... There are 3 channels in this shader ... Top Left is the 'Shadowed' Channel . Top Right is the 'Unshadowed' Channel . Bottom Left is the actual 'ShadowPass' Channel . Bottom Right is just a normal render . Could be a very useful shader for certain things . Thanks for your help . studio http://koti.welho.com/tmikkola/materials/ShadowPass.zip attachment: shader_example.jpg
Re: Another New Tutorial Online - Basic Camera Matching in RS3D
Hi studio, This time bingo with AVI file , good !! About video: Have a look at www.gromada.com , = VideoMach 3.5. Maybe a good choice ( and cheap +/- 30$ ) A question to Vesa: Is RS3D ready to use with windows vista , i think it is because at this moment i use XP 32/64 prof. Best. Andre - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, January 30, 2007 12:49 AM Subject: Re: Another New Tutorial Online - Basic Camera Matching in RS3D Hi studio, With http://studiodynamics.net/cam_match/camera_matching.html; everithing OK ( Thanks for the description ! ) Hi Andre : You're very welcome , and thank you for your feedback . but with http://tinyurl.com/2bf9cv i got : ...etc..etc..etc seems to be an encoded message ?? With which program should i read this ? Thanks. Andre
Re: Camera matching and SynthEyes
Syntheyes is the best =) You can see some of my tracks with it: http://www.talvi.com/index.php?page=projectsproject=135 or http://www.talvi.com/index.php?page=projectsproject=120 and http://www.talvi.com/index.php?page=projectsproject=110 Have fun with it! Henri Pulla vfx supervisor www.talvi.com Arjo Rozendaal kirjoitti: Hi, I bought SynthEyes today and made a first tiny test with it. I did make this bad bumpy shot with passing cars on purpose. Just to check the stability and tolerance of the tracking. I ran a mpeg opengl preview: http://www.xs4all.nl/~joly/temp/preview.mpg Of course there are no yellow cubes sitting in my street ;) As you can see it completely ignores the cars and finds a good solution for the camera. Arjo.
RE: Camera matching and SynthEyes
Hi Henri, Very nice this little boy! Did you do the character animation with Realsoft? Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Henri Pulla Sent: dinsdag 30 januari 2007 14:34 To: user-list@light.realsoft3d.com Subject: Re: Camera matching and SynthEyes Syntheyes is the best =) You can see some of my tracks with it: http://www.talvi.com/index.php?page=projectsproject=135 or http://www.talvi.com/index.php?page=projectsproject=120 and http://www.talvi.com/index.php?page=projectsproject=110 Have fun with it! Henri Pulla vfx supervisor www.talvi.com Arjo Rozendaal kirjoitti: Hi, I bought SynthEyes today and made a first tiny test with it. I did make this bad bumpy shot with passing cars on purpose. Just to check the stability and tolerance of the tracking. I ran a mpeg opengl preview: http://www.xs4all.nl/~joly/temp/preview.mpg Of course there are no yellow cubes sitting in my street ;) As you can see it completely ignores the cars and finds a good solution for the camera. Arjo.
Re: Camera matching and SynthEyes
Hi Arjo, Animation was done mainly with Light Wave since our 3D department uses that mostly. Compositing and color correcting, keying etc with Digital Fusion and 3D trackin with Syntheyes. BTW multipass Lightwave renders were combined, graded and composited in Digital Fusion for better control and workflof benefits. No direct renders were used as is... which is mostly the best way to work with Realsoft too. So render specularity, reflection, diffuse, GI etc in passes and combine then in compositing program to achieve results faster than if U would have to render everything all over if U would have to adjust some certain element... Henri Pulla Arjo Rozendaal kirjoitti: Hi Henri, Very nice this little boy! Did you do the character animation with Realsoft? Arjo.
Re: Camera matching and SynthEyes
Hi Arjo Henri : You both have SynthEyes ! Great . Good looking work Henri . Now , I have an advanced question about shadows and CGI objects . The thread is also on the forum but no replies . http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=934 OK , this is difficult to explain ... I have a rectangle that is a 'stand-in' for the ground plane in the video . It is catching shadows from chrome spheres I have added to the video . Good . Now , I want those chrome spheres to catch shadows from an invisible object because there are prominent shadows in the video on the ground area . Good so far . The problem is that I do not want the ground-plane rectangle to catch shadows from the invisible object , but to only catch shadows from the spheres . The video is providing the shadows already to the ground plane rectangle , no more are required (except from the CGI chrome spheres of course) . Here is the video showing what I do not want to happen . (notice an ugly shadow on the ground plane across the center) http://www.studiodynamics.net/list/bad_shadows.avi 1.4MB Xvid How can I place shadows on some objects , but not on other objects ? Do I have to export certain shadows to a Post Proc- essing program like Adobe After Effects ? How would I do that ? Could I do it in the RS3D Post Processing using a channel that will place those shadows ? How would I set that up ? I'm even having a very difficult time doing it in RS3D in 2 passes , because I am using chrome spheres and any object omissions in the second pass will show up in the reflections . As I mentioned in the Forum , in the old days of V3.x we would simply place certain types of lights in various levels with certain objects . We can't do that in later versions of RS3D because of the Gi calculations (according to Vesa in the forum) . Fine , but is there a workaround for that ? So what can we do ? There always seems to be a workaround in RS3D , but does anyone have a method ? Thanks in advance . studio Hi Arjo, Animation was done mainly with Light Wave since our 3D department uses that mostly. Compositing and color correcting, keying etc with Digital Fusion and 3D trackin with Syntheyes. BTW multipass Lightwave renders were combined, graded and composited in Digital Fusion for better control and workflof benefits. No direct renders were used as is... which is mostly the best way to work with Realsoft too. So render specularity, reflection, diffuse, GI etc in passes and combine then in compositing program to achieve results faster than if U would have to render everything all over if U would have to adjust some certain element... Henri Pulla Arjo Rozendaal kirjoitti: Hi Henri, Very nice this little boy! Did you do the character animation with Realsoft? Arjo. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.16/660 - Release Date: 1/30/2007
RE: Another New Tutorial Online - Basic Camera Matching in RS3D
Hi Garry, Interesting tutorial, I've been looking at Icarus too. However I'm still in doubt about another solution as I'm not satisfied about the results I got. Maybe I made some mistakes, I don't know. Actually I'm thinking about buying Syntheyes. This was the cheepest commercial software I could find (with Realsoft export). I tried the demo and I got rock solid result with one push of the button. Someone else another suggestion maybe? Or does anyone know this app. and has other experiences with it? At last, I've got some questions about your tutorial: Why did you leave out the first step mentioned by the user guide? I mean: is the destortion correction done by the distortion module not needed? Why did you skip the calibration step? Did you skip the orientation step on purpose? I couldn't get a good result with that option. Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: maandag 29 januari 2007 8:11 To: user-list@light.realsoft3d.com Subject: Another New Tutorial Online - Basic Camera Matching in RS3D Hi : http://studiodynamics.net/cam_match/camera_matching.html Thought I would share this information , since it may be usefull to someone . There are several links in the tute' including a link to the final RS3D project file . The resulting animation is below , and is not much to look at but gives an idea of what we are trying to acomplish . http://tinyurl.com/2bf9cv 200KB Xvid It's a long 'one page' tutorial since it is written for beginners . For most intermediate or advanced users , only the series of steps in the middle are required to arrive at the camera-data , and then the part about getting the data into RS3D can save you some time . Let me know if I missed anything . Thanks . studio
Re: Another New Tutorial Online - Basic Camera Matching in RS3D
Hi studio, With http://studiodynamics.net/cam_match/camera_matching.html; everithing OK ( Thanks for the description ! ) but with http://tinyurl.com/2bf9cv i got : RIFFÖbAVI LISTìhdrlavih8@ XLIST”strlstrh8vidsxvid› ' Xstrf(( XXVIDò+JUNKLISTodmldmlhøJUNKø VirtualDub build 24442/releaseLIST~Amovi00dc¥°õµ †„1D±F?²DivX503b1393p²XviD0041¶‚;‚tÀÀ¡N$ˆl ,0Еoô±¡ÛEþôîÑ+óy ]ƒSmü?3Há±öÙn‚£Æ;ÆDuÇ3ìóÓvmýÃLq߯ßÃÚ䵈ÐøªÔƒ…%Žúî抟œÜÍæo**$SgåÅ?k{/ ([EMAIL PROTECTED]'¶âæs·qbÊ¢v¾V׳ø‹ˆÅÂ'ók)T Ê噂ÿ‰~ òÀÂë” ,ƒÁ¯¡ƒÆæ´ §°0wjYå(a¨o5BÐNI(~à+Z÷Ù“§NÃÏ}°ößüÊÉ5ÒmÁ[öÀ;ñWý¿+krd{Òëë:¯ûß eÖŠùÒ?YI›ßm¸lÇ]æê±ó*ËĦàØ_™yÑ1ÆvY2׼ĽأœÓòÓm‡) Ýg²ˆIÚvé߯‰Ç÷ùZ…vÞÁ¢žú¾/ßa…$÷mªuÁ4XSHÛ^§¦Ú°gýÕ»`ªüÁˆ\©²ÉEOå¡ó”×+€¤ƒÀÃeÒÅ*Z²Õ€à§v°ýŸÂSìòiq+ê²ÝO² ...etc..etc..etc seems to be an encoded message ?? With which program should i read this ? Thanks. Andre - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, January 29, 2007 8:11 AM Subject: Another New Tutorial Online - Basic Camera Matching in RS3D Hi : http://studiodynamics.net/cam_match/camera_matching.html Thought I would share this information , since it may be usefull to someone . There are several links in the tute' including a link to the final RS3D project file . The resulting animation is below , and is not much to look at but gives an idea of what we are trying to acomplish . http://tinyurl.com/2bf9cv 200KB Xvid
Re: Another New Tutorial Online - Basic Camera Matching in RS3D
Hi studio, With http://studiodynamics.net/cam_match/camera_matching.html; everithing OK ( Thanks for the description ! ) Hi Andre : You're very welcome , and thank you for your feedback . but with http://tinyurl.com/2bf9cv i got : ...etc..etc..etc seems to be an encoded message ?? With which program should i read this ? Thanks. Andre hmmm ... not sure what to say . It is just an .avi video and it seems fine here , with both Netscape MS Internet Explorer (I just tried them again) . Here is the direct link (below) I used http://tinyurl.com because the url to the video was kind of long . If you click on either link (above/below) your video player should automatically open and play the video for you . http://studiodynamics.net/cam_match/icarus11,7focal_length.avi Please let me know if you have any further problems and I'll dig into it more and try to sort it out . studio Hi : http://studiodynamics.net/cam_match/camera_matching.html Thought I would share this information , since it may be usefull to someone . There are several links in the tute' including a link to the final RS3D project file . The resulting animation is below , and is not much to look at but gives an idea of what we are trying to acomplish . http://tinyurl.com/2bf9cv 200KB Xvid -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.14/658 - Release Date: 1/29/2007
Re: Another New Tutorial Online - Basic Camera Matching in RS3D
Hi Garry, Interesting tutorial, I've been looking at Icarus too. However I'm still in doubt about another solution as I'm not satisfied about the results I got. Maybe I made some mistakes, I don't know. Hi Arjo : Yes , Icarus can be hard to use and in fact , I could not do the Voodoo .TGA image sequence example , with Icarus alone! I had no luck with Icarus's attempt to guess at what the Focal Length of the camera was , so turned to Voodoo to find out . This is the flaw in Icarus . Fine for some video , but no good for others . That is why I strongly suggest using Voodoo to determine what the Focal length is (unless you already know the Focal Length) and use Icarus to match that Camera . Actually I'm thinking about buying Syntheyes. This was the cheepest commercial software I could find (with Realsoft export). I tried the demo and I got rock solid result with one push of the button. Yes , as I mention in the Tutorial , SynthEyes looks very good from the demo and the example script that is available for download . It will be my next S/W purchase , I think . At last, I've got some questions about your tutorial: Why did you leave out the first step mentioned by the user guide? I mean: is the destortion correction done by the distortion module not needed? I would say that usually it is not needed , unless you are building something that will really show a lack of distortion . For instance , say you are placing a long billboard into a video with a long or high fence . The fence will be distorted a little , but your RS3D billboard will not be . Then you must decide if you want to remove the video's distortion with Icarus . It will also depend on what kind of lens was used to shoot the video . As you know , wide-angle lens's will distort more . Icarus seems to do a good job with this Module, depending on how accurately you can place your input line onto your video . Why did you skip the calibration step? We skipped the Camera Calibration step in Icarus , simply because we did that step in Voodoo , first . Voodoo's Track includes the calibration step in one single button . We typed the Voodoo calibration info that we needed , into Icarus , to avoid Icarus's weak spot . Did you skip the orientation step on purpose? I couldn't get a good result with that option. Arjo. Yes , it was the Achilles heal of Icarus , in my opinion . Many of my tests proved Icarus to be completely useless when used alone on a lot of video's , thus , the tutorial's birth . The problem is that Icarus asks the user to manually draw onto a 2D image ,where the X-Y-Z planes are ! This is OK for the Icarus building example (in the Docs) , but try that with an average video scene . You could be out just a single pixel or 2 and it will change the calibration completely ! Then , Icarus will ask you is this the correct Focal Length? . How should I know ? Sometimes Icarus will tell you that the Camera cannot be calculated , even though you did your best to draw the 3 axis . Now what ? It's a joke . The only solution is to use Voodoo first . (or restrict your video's to shots with nice big sharp cubes in them) . Voodoo is a much more advanced S/W , as the current crop of camera-matching S/W's are now . Thanks for your questions Arjo , and I hope you do decide to buy SynthEyes instead . It looks like a good price and an excellent alternative to my humble freeware workaround tutorial . For those that just want to try placing an RS3D object into their video's , hopefully this tutorial will allow them to experiment a little first . studio Hi : http://studiodynamics.net/cam_match/camera_matching.html Thought I would share this information , since it may be usefull to someone . There are several links in the tute' including a link to the final RS3D project file . The resulting animation is below , and is not much to look at but gives an idea of what we are trying to acomplish . http://tinyurl.com/2bf9cv 200KB Xvid It's a long 'one page' tutorial since it is written for beginners . For most intermediate or advanced users , only the series of steps in the middle are required to arrive at the camera-data , and then the part about getting the data into RS3D can save you some time . Let me know if I missed anything . Thanks . studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.17.14/658 - Release Date: 1/29/2007
Another New Tutorial Online - Basic Camera Matching in RS3D
Hi : http://studiodynamics.net/cam_match/camera_matching.html Thought I would share this information , since it may be usefull to someone . There are several links in the tute' including a link to the final RS3D project file . The resulting animation is below , and is not much to look at but gives an idea of what we are trying to acomplish . http://tinyurl.com/2bf9cv 200KB Xvid It's a long 'one page' tutorial since it is written for beginners . For most intermediate or advanced users , only the series of steps in the middle are required to arrive at the camera-data , and then the part about getting the data into RS3D can save you some time . Let me know if I missed anything . Thanks . studio
Re: Modifying the Camera Object
This is all basic real world camera stuff, the focal length of a lens is directly proportional to its angle of view, they cant be separated, however there is a third variable to consider, which you can adjust and that is the width of the pickup device ... Andrew Berge OK , thanks . Makes total sense to me , now . The problem I was having with a camera that did not quite match was the 'Film W/H . I don't know how much success I might have with tweaking it , but I'll give it a try and see what happens . I did mention in that text that I changed the value to let it match the real life camera. There's this diagram on the wiki which shows the relation between fov and film width I know it's a bit techy maybe Arjo Hi Arjo , no it's not too techy but is actually a very good example, I think . I just missed it yesterday when I quickly scanned your tute . http://rs3dwiki.the-final.info/index.php?title=Real_life_and_3D_camera_matching Thanks for the replies . studio Hi Garry, This is all basic real world camera stuff, the focal length of a lens is directly proportional to its angle of view, they cant be separated, however there is a third variable to consider, which you can adjust and that is the width of the pickup device or film size.. you will see that if you adjust the film width in realsoft you are changing the focal length of the lens without changing the angle of view. beware however, for any given film size or pickup device sixe the angle of view and focal length ARE fixed you cant simply dial in whatever you want by playing with the film width it wont be correct..another thing.. playing with the film width setting in realsoft i think makes the cameras in realsoft a little bit tempremental, do it very carefully and also from my quick play just now it seems that it gets particularly upset if you let the view angle or the focal length drop to zero, perhaps a rounding bug error or st. hope this explains a little, Andrew This is reall studio wrote: Hi Garry, Maybe have a look at the camera matching tutorial I put on the wiki. It will show that it's logical that these values are connected. Arjo. Hi Arjo : Nice still image tutorial . However , I think those camera controls should be connected but only once you have decided exactly what kind of lens you have or need . For instance , your camera in the tutorial has : Focal Length - 48.25 View Angle' - 10.4 Scale - 5.4 but I have a camera of : Focal Length - 48.25 View Angle' - 34.4 Scale- 1.64 It appears to be impossible for me to change my current project's camera into a camera of your settings (for example purposes only) . If I change one setting the other 2 settings change too . It appears that I can't get there from here , and if so , how ? The only way that I can see is if you save your camera as an object and send it to me . There must be a better way but I can't see how one would manage it , unless I'm missing the obvious . Thanks studio Trying to do some basic camera matching but it appears that changing one camera control automatically changes other corresponding controls . I want to change just the 'Focal Length' but 'View Angle' changes as well as 'Scale' . One would almost think that there is only one camera in the entire world and it has these settings , but the need to adjust 'Focal Length' separately is critical . When I import from Icarus or the Syntheyes demo java script a camera is set up , but what if it's not perfect and I need to adjust it slightly to match perspectives ? Thanks studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007
RE: Modifying the Camera Object
Hi Garry, Maybe have a look at the camera matching tutorial I put on the wiki. It will show that it's logical that these values are connected. Arjo. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: donderdag 11 januari 2007 0:31 To: user-list@light.realsoft3d.com Subject: Modifying the Camera Object Trying to do some basic camera matching but it appears that changing one camera control automatically changes other corresponding controls . I want to change just the 'Focal Length' but 'View Angle' changes as well as 'Scale' . One would almost think that there is only one camera in the entire world and it has these settings , but the need to adjust 'Focal Length' separately is critical . When I import from Icarus or the Syntheyes demo java script a camera is set up , but what if it's not perfect and I need to adjust it slightly to match perspectives ? Thanks studio
Re: Modifying the Camera Object
Hi Garry, Maybe have a look at the camera matching tutorial I put on the wiki. It will show that it's logical that these values are connected. Arjo. Hi Arjo : Nice still image tutorial . However , I think those camera controls should be connected but only once you have decided exactly what kind of lens you have or need . For instance , your camera in the tutorial has : Focal Length - 48.25 View Angle' - 10.4 Scale - 5.4 but I have a camera of : Focal Length - 48.25 View Angle' - 34.4 Scale- 1.64 It appears to be impossible for me to change my current project's camera into a camera of your settings (for example purposes only) . If I change one setting the other 2 settings change too . It appears that I can't get there from here , and if so , how ? The only way that I can see is if you save your camera as an object and send it to me . There must be a better way but I can't see how one would manage it , unless I'm missing the obvious . Thanks studio Trying to do some basic camera matching but it appears that changing one camera control automatically changes other corresponding controls . I want to change just the 'Focal Length' but 'View Angle' changes as well as 'Scale' . One would almost think that there is only one camera in the entire world and it has these settings , but the need to adjust 'Focal Length' separately is critical . When I import from Icarus or the Syntheyes demo java script a camera is set up , but what if it's not perfect and I need to adjust it slightly to match perspectives ? Thanks studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007
Re: Modifying the Camera Object
Hi Garry, This is all basic real world camera stuff, the focal length of a lens is directly proportional to its angle of view, they cant be separated, however there is a third variable to consider, which you can adjust and that is the width of the pickup device or film size.. you will see that if you adjust the film width in realsoft you are changing the focal length of the lens without changing the angle of view. beware however, for any given film size or pickup device sixe the angle of view and focal length ARE fixed you cant simply dial in whatever you want by playing with the film width it wont be correct..another thing.. playing with the film width setting in realsoft i think makes the cameras in realsoft a little bit tempremental, do it very carefully and also from my quick play just now it seems that it gets particularly upset if you let the view angle or the focal length drop to zero, perhaps a rounding bug error or st. hope this explains a little, Andrew This is reall studio wrote: Hi Garry, Maybe have a look at the camera matching tutorial I put on the wiki. It will show that it's logical that these values are connected. Arjo. Hi Arjo : Nice still image tutorial . However , I think those camera controls should be connected but only once you have decided exactly what kind of lens you have or need . For instance , your camera in the tutorial has : Focal Length - 48.25 View Angle' - 10.4 Scale - 5.4 but I have a camera of : Focal Length - 48.25 View Angle' - 34.4 Scale- 1.64 It appears to be impossible for me to change my current project's camera into a camera of your settings (for example purposes only) . If I change one setting the other 2 settings change too . It appears that I can't get there from here , and if so , how ? The only way that I can see is if you save your camera as an object and send it to me . There must be a better way but I can't see how one would manage it , unless I'm missing the obvious . Thanks studio Trying to do some basic camera matching but it appears that changing one camera control automatically changes other corresponding controls . I want to change just the 'Focal Length' but 'View Angle' changes as well as 'Scale' . One would almost think that there is only one camera in the entire world and it has these settings , but the need to adjust 'Focal Length' separately is critical . When I import from Icarus or the Syntheyes demo java script a camera is set up , but what if it's not perfect and I need to adjust it slightly to match perspectives ? Thanks studio -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.410 / Virus Database: 268.16.8/621 - Release Date: 1/9/2007
Re: Slightly OT: My first pictures with an actual camera :)
Hi Karl, Renderosity keeps the EXIF data, but you can upload just one image per day only. Markus Karl schrieb: Hi I have recently bought my first digital camera, a Nikon D80 with it's 18-70 kitlens. I'm not experienced handling such devices, but I've learned to play with Photoshop over the years. So far I'm exstatic about the results compared to my K750i cellphone camera :-) I don't dare take these to any critique pages yet (I'm such a complete newbie), so I thought I'd check if any of you guys who all have artistic skills have any opinions, in terms of artistic value, compositions, and also technical issues. Software used has been Bibble and Photoshop and the newly updated Photoshop Raw plugin (beta) which finally supports the D80. Some images shot in raw and edited, others straight to jpg (before I got proper software). I don't have any additional equipment (yet), so any filterlike effects is done in post. My typical workflow is assemble a bracketed image for best sky and best ground with a gradient, multiple exposures from raw file assembled, and color fixing in post. Some are pretty much straight off the camera (sizecrop), others are heaily edited or assembled in post. I have uploaded the images here: http://www.flickr.com/photos/[EMAIL PROTECTED]/ but unfortunately you have to click all sizes for each picture to show it in its largest supported size which happens to be a lot less than the originals :-( Also this free service strips the images of any exif data if they are automatically resized, so there isn't much information that can be viewed textually. But if you see completely wrong aperture settings, too contrasty, too little detail, blown highlights (plenty :)) etc, let me know. Anyone know of a free service like this that: * Offers a decent upload mass and traffic load * Doesn't strip exif data during resize * Allows for creative commons licence, and not claiming any ownership * Allows direct linking (at least to thumbnail versions) Please try to be objective and constructive. What would you have done differently? Would you rather have seen pure photographs, slightly edited/fixed, or massive edits (if they do justice to the picture)? Private replies are ok too, but maybe others here could benefit from a discussion about composition? Regards Karl
Re: Slightly OT: My first pictures with an actual camera :)
Hi Renderosity keeps the EXIF data, but you can upload just one image per day only. Unfortunately they now require login for anything, making sure I can't even check out the site is all about. Galleries, Free Stuff etc! So now I blocked them instead. Karl
Re: Slightly OT: My first pictures with an actual camera :)
Hi Karl, what about some own webspace with mysql-database+php and this: http://coppermine-gallery.net/index.php (only a little coppermine-text in the footer of the sites) Matthias - Original Message - From: Karl [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Sunday, October 22, 2006 12:48 PM Subject: Re: Slightly OT: My first pictures with an actual camera :) Hi Renderosity keeps the EXIF data, but you can upload just one image per day only. Unfortunately they now require login for anything, making sure I can't even check out the site is all about. Galleries, Free Stuff etc! So now I blocked them instead. Karl
Re: Slightly OT: My first pictures with an actual camera :)
Hi karl, fast install and test: http://the-final.com/coppermine/displayimage.php?album=lastupcat=0pos=1 http://the-final.com/coppermine/displayimage.php?album=lastupcat=0pos=0 and the link to a cpg149 download: http://www.mirrorservice.org/sites/www.ibiblio.org/gentoo/distfiles/cpg1.4.9.zip Matthias
Re: Slightly OT: My first pictures with an actual camera :)
Hi Karl, Keep it up dude. You've got a sense of composition. Ya got nothing to apologize for. -websmythe - Karl wrote: Hi I have recently bought my first digital camera, a Nikon D80 with it's 18-70 kitlens. I'm not experienced handling such devices, but I've learned to play with Photoshop over the years. So far I'm exstatic about the results compared to my K750i cellphone camera :-) I don't dare take these to any critique pages yet (I'm such a complete newbie), so I thought I'd check if any of you guys who all have artistic skills have any opinions, in terms of artistic value, compositions, and also technical issues. Software used has been Bibble and Photoshop and the newly updated Photoshop Raw plugin (beta) which finally supports the D80. Some images shot in raw and edited, others straight to jpg (before I got proper software). I don't have any additional equipment (yet), so any filterlike effects is done in post. My typical workflow is assemble a bracketed image for best sky and best ground with a gradient, multiple exposures from raw file assembled, and color fixing in post. Some are pretty much straight off the camera (sizecrop), others are heaily edited or assembled in post. I have uploaded the images here: http://www.flickr.com/photos/[EMAIL PROTECTED]/ but unfortunately you have to click all sizes for each picture to show it in its largest supported size which happens to be a lot less than the originals :-( Also this free service strips the images of any exif data if they are automatically resized, so there isn't much information that can be viewed textually. But if you see completely wrong aperture settings, too contrasty, too little detail, blown highlights (plenty :)) etc, let me know. Anyone know of a free service like this that: * Offers a decent upload mass and traffic load * Doesn't strip exif data during resize * Allows for creative commons licence, and not claiming any ownership * Allows direct linking (at least to thumbnail versions) Please try to be objective and constructive. What would you have done differently? Would you rather have seen pure photographs, slightly edited/fixed, or massive edits (if they do justice to the picture)? Private replies are ok too, but maybe others here could benefit from a discussion about composition? Regards Karl Send instant messages to your online friends http://uk.messenger.yahoo.com
Camera Mapping Tutorial On-Line
Hi List : Another RS Tute , this time on Camera Mapping/Gi/HDRI . Started a thread on the RS Forum as well if anyone has any comments or suggestions they would like to share . http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp=5070#5070 ...or http://tinyurl.com/env75 if that link wraps . At the very end of the html page there is an example animation based on the tutorial for downloading . studio www.niagara.com/~studio www.studiodynamics.net
RE: Camera Mapping Tutorial On-Line
Hi Garry, Thanks for sharing! I will go through it very soon :) /Robert -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens studio Verzonden: dinsdag 28 februari 2006 23:43 Aan: user-list@light.realsoft3d.com Onderwerp: Camera Mapping Tutorial On-Line Hi List : Another RS Tute , this time on Camera Mapping/Gi/HDRI . Started a thread on the RS Forum as well if anyone has any comments or suggestions they would like to share . http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopicp =5070#5070 ...or http://tinyurl.com/env75 if that link wraps . At the very end of the html page there is an example animation based on the tutorial for downloading . studio www.niagara.com/~studio www.studiodynamics.net
Re: Camera Mapping vs Pyramid mapping ?
Hi Gary, was on topic long time ago with pjotr akkurra, reproducing a LW scene. the big difference is, that the pyramid can be used, even if the camera is looking from another point. Think about the following, you have one photo from a scene, and then you like to move your camera a little bit, in this case you need the pyramid mapping (projected from your's photo position). If you use this one shot as camera mapping, no camera movement is visible. Matthias - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, February 25, 2006 7:02 AM Subject: Camera Mapping vs Pyramid mapping ? Hi List : I've used the RS Camera Mapping tool and found it to be really awesome for combining CGI and pre-rendered animations or video . Never used the 'Pyramid Mapping' technique and am wondering what the Pro's and Con's of the 2 methods are ? Seems the 2 methods are very similiar but there obviously must be a slight difference in exactly how and where each method should be used . RS has a cool little mpeg in it's gallery showing the use of Pyr-mapping with video but am wondering why 'Camera Mapping' wasn't used in this case ? http://www.realsoft.fi/gallery/images/semetaball.mpeg Thanks In Advance . studio www.niagara.com/~studio www.studiodynamics.net -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 268.0.0/268 - Release Date: 23.02.2006
Re: Camera Mapping vs Pyramid mapping ?
Hi Gary, was on topic long time ago with pjotr akkurra, reproducing a LW scene. the big difference is, that the pyramid can be used, even if the camera is looking from another point. Think about the following, you have one photo from a scene, and then you like to move your camera a little bit, in this case you need the pyramid mapping (projected from your's photo position). If you use this one shot as camera mapping, no camera movement is visible. Matthias Hi Matthias : Yes , of course , but what I was asking (that Vesa replied to in the forum thankfully) was why , in that animation example on the RS site , was camera mapping not used , since it was an example of a Synth-Eyes camera import script and a background video (not a still) . That is to say , since the camera is going to be locked to the script , and not looking around at all , the very quick and easy camera mapping method could have been used for every frame . Vesa replied yes , it could have . I was scratching my head thinking that maybe I didn't understand something about camera- mapping with RS , but I think RS was just trying to show another method in that anim . Anyway , it was a good forum thread and I think a new tool will be added to V6 as a result of it . Also , I am almost finished my elaborate tutorial on RS Camera Mapping/Gi/HDRI and should be done with it tonight , if I'm lucky . Thanks for your reply . Where have you been lately ? I thought maybe you fell down the same hole Frank Dodd and all the others fell down grin . studio www.niagara.com/~studio www.studiodynamics.net Hi List : I've used the RS Camera Mapping tool and found it to be really awesome for combining CGI and pre-rendered animations or video . Never used the 'Pyramid Mapping' technique and am wondering what the Pro's and Con's of the 2 methods are ? Seems the 2 methods are very similiar but there obviously must be a slight difference in exactly how and where each method should be used . RS has a cool little mpeg in it's gallery showing the use of Pyr-mapping with video but am wondering why 'Camera Mapping' wasn't used in this case ? http://www.realsoft.fi/gallery/images/semetaball.mpeg Thanks In Advance . studio www.niagara.com/~studio www.studiodynamics.net -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 268.0.0/268 - Release Date: 23.02.2006 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 268.1.0/269 - Release Date: 2/24/2006
Camera Mapping vs Pyramid mapping ?
Hi List : I've used the RS Camera Mapping tool and found it to be really awesome for combining CGI and pre-rendered animations or video . Never used the 'Pyramid Mapping' technique and am wondering what the Pro's and Con's of the 2 methods are ? Seems the 2 methods are very similiar but there obviously must be a slight difference in exactly how and where each method should be used . RS has a cool little mpeg in it's gallery showing the use of Pyr-mapping with video but am wondering why 'Camera Mapping' wasn't used in this case ? http://www.realsoft.fi/gallery/images/semetaball.mpeg Thanks In Advance . studio www.niagara.com/~studio www.studiodynamics.net
Re: camera path problem
Hey thanks, Stefan, Arjo and Neil! Arjo wrote: Just a wild guess, I remember I did avoid something like this (if I remember right) by checking or unchecking the rotate in HPB option in properties. I tried unchecking rotate in HPB in the camera's object prop window, and it still flips. Thanks for the effort, though. Beg-inner wrote: Hi Chris... but here is a way that work.. (btw.. I dont normally use the method of animating the Position and Target points with different curves..) Stefan, 'King of Lattice Mapping great tute as always. However, your solution doesn't point the camera for you. Animating the position and target point separately gives you great control (when it works). Would it be possible to use scripting to constrain the camera from flipping? Thanks, all. Chris
Re: camera path problem
Hi Chris n all.. Sorry.. but it do work.. =) I just left out what I thought you already would have figured out.. If you did as I said.. then your previous Lattice Mapping of the Target point of the actual camera to its path, is still there.. ! My steps only unmapped the camera position point, and Mapped the position of the Camera instead via doing it for its parent Level.. (thats all my steps did.. and I obviously counted wrongly on that you would do those steps on your already done prj..!.. and not do it from ground up..) (I only also mentioned that I almost never use the way of using a path for Position and a Path for Target.., This wasnt part of my little workaround tut ...) If you still dont get it to work.. I can send you your prj with my steps done on it, that does exactly what your original prj did, but without flipping.. !.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hey thanks, Stefan, Arjo and Neil! Arjo wrote: Just a wild guess, I remember I did avoid something like this (if I remember right) by checking or unchecking the rotate in HPB option in properties. I tried unchecking rotate in HPB in the camera's object prop window, and it still flips. Thanks for the effort, though. Beg-inner wrote: Hi Chris... but here is a way that work.. (btw.. I dont normally use the method of animating the Position and Target points with different curves..) Stefan, 'King of Lattice Mapping great tute as always. However, your solution doesn't point the camera for you. Animating the position and target point separately gives you great control (when it works). Would it be possible to use scripting to constrain the camera from flipping? Thanks, all. Chris
Re: camera path problem
Hi again, Chris n all.. Here is a fixed prj... Even cut one or two of my steps..=) 1. Unmapped the Camera completely from the PathLevel4 (Camera Position) 2. Dropped Camera into a Level 3. MultiSelected that Level that having Camera inside it + PathLevel4 and used 'Path Tool' with Unchecked 'Rotate' option and you have your wanted working camera fly (as your prj worked)... without flipping.. (if I will remember the actual thing that was wrong when camera flips, I will get back to you on it..but now you have a working solution anyway..) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: mungenast and standley [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, November 15, 2005 4:10 AM Subject: Re: camera path problem Hey thanks, Stefan, Arjo and Neil! Arjo wrote: Just a wild guess, I remember I did avoid something like this (if I remember right) by checking or unchecking the rotate in HPB option in properties. I tried unchecking rotate in HPB in the camera's object prop window, and it still flips. Thanks for the effort, though. Beg-inner wrote: Hi Chris... but here is a way that work.. (btw.. I dont normally use the method of animating the Position and Target points with different curves..) Stefan, 'King of Lattice Mapping great tute as always. However, your solution doesn't point the camera for you. Animating the position and target point separately gives you great control (when it works). Would it be possible to use scripting to constrain the camera from flipping? Thanks, all. Chris cameraflip_Workaround.r3d Description: Binary data
Re: camera path problem
Hi Chris.. Ok.. good I am happy that it now works for you...! I am always happy if I can be of any help.. so you are more than welcome.. (as you might not have seen yet, I just posted a new reply, with an even simpler solution..) Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi Stefan! Of course, I can't even follow a tutorial correctly. For some reason, I unmapped position point and target point. Of course it works. Of course you're a genius. Thank you again, of course Chris Beg-inner wrote: Hi Chris... I have had this trouble a long time ago, in anims, then I didnt know what made it happen, I then learn what it was.. but now it was so long ago I have forgotten hehe =( sorry.. but here is a way that work.. 1. First Multiselect Camera + Path Level4 and UNmap it ! 2. Then Move the path(that is inside that level), so its outside that level..! (and delete the Path Level4 Level.. !) Then do the following.. 1. Drop the Camera into a Level..! ( I always do this...) (btw.. I dont normally use the method of animating the Position and Target points with different curves..) 2. Path anim the cameras position using the LEVEL !!! (multiselect the Level that have the camera inside + Path(Cam) and Use 'Path Tool' set to 'Object' Mode, and Uncheck 'Rotate') Now it dont flip... Hope I havent made any errors in the early morningness.. =).. If something is unclear.. just ask again.. ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi all I am having trouble constraining a camera's base point and aim point to curves using path mapping. Some of them work great, but this one does not. It's just for a simple architectural walkthru. The problem is that the camera keeps flipping upside down at a certain point of the path. I am binding with selected points and no banking. Is there a different setting I should use? thanks for your help Chris
Re: camera path problem
Hi Chris... I have had this trouble a long time ago, in anims, then I didnt know what made it happen, I then learn what it was.. but now it was so long ago I have forgotten hehe =( sorry.. but here is a way that work.. 1. First Multiselect Camera + Path Level4 and UNmap it ! 2. Then Move the path(that is inside that level), so its outside that level..! (and delete the Path Level4 Level.. !) Then do the following.. 1. Drop the Camera into a Level..! ( I always do this...) (btw.. I dont normally use the method of animating the Position and Target points with different curves..) 2. Path anim the cameras position using the LEVEL !!! (multiselect the Level that have the camera inside + Path(Cam) and Use 'Path Tool' set to 'Object' Mode, and Uncheck 'Rotate') Now it dont flip... Hope I havent made any errors in the early morningness.. =).. If something is unclear.. just ask again.. ! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi all I am having trouble constraining a camera's base point and aim point to curves using path mapping. Some of them work great, but this one does not. It's just for a simple architectural walkthru. The problem is that the camera keeps flipping upside down at a certain point of the path. I am binding with selected points and no banking. Is there a different setting I should use? thanks for your help Chris