Well I haven't done trig since high school so it took a while to relearn
off google images search.

Anyways  Stephen's code was more pseudo and not copy paste. And I learned
there's an atan! Which I only tried to solve the rig with tan.

I'll post my rig up once I clean it up a bit.
Now all I need to do is remake my rig in after effects and maya, I'm not
getting these maya expressions at all.



On Monday, March 31, 2014, Stephen Davidson <[email protected]> wrote:

> Could you elaborate on how you made it work?
>  I tried and had no luck...just curious...thanks.
>
>
> On Sat, Mar 29, 2014 at 9:23 PM, Eugene Flormata 
> <[email protected]<javascript:_e(%7B%7D,'cvml','[email protected]');>
> > wrote:
>
>> hah! nevermind! I figured it out thanks! now my rig can do everything i
>> want!
>>
>>
>> On Fri, Mar 28, 2014 at 8:45 PM, Eugene Flormata 
>> <[email protected]<javascript:_e(%7B%7D,'cvml','[email protected]');>
>> > wrote:
>>
>>> Thanks for the tip!
>>>
>>> Just tried it but nothing!
>>>
>>> but not sure how to implement that expression, do you have a sample
>>> scene?
>>>
>>>
>>> On Fri, Mar 28, 2014 at 10:19 AM, patrick nethercoat <
>>> [email protected]<javascript:_e(%7B%7D,'cvml','[email protected]');>
>>> > wrote:
>>>
>>>> Hi Eugene,
>>>> Here's a simple way with an expression:
>>>>
>>>> 1. Give your camera a custom parameter (CPSet is called Vertigo, hence
>>>> *Camera.Vertigo.width_at_interest)* to define the width at the
>>>> interest that needs to remain static.
>>>>
>>>> 2. An expression on the camera FOV:
>>>>
>>>>
>>>> *atan( Camera.Vertigo.width_at_interest / ctr_dist( Camera.,
>>>> Camera_Interest. ) ) * 2*
>>>> That should hopefully do what you want.
>>>>
>>>>
>>>> On 28 March 2014 11:34, Eugene Flormata 
>>>> <[email protected]<javascript:_e(%7B%7D,'cvml','[email protected]');>
>>>> > wrote:
>>>>
>>>>> hi,
>>>>> I'm still new to TD type things
>>>>>
>>>>> can I get an opinion on how to build out a dolly zoom into soft?
>>>>> https://docs.unity3d.com/Documentation/Manual/DollyZoom.html
>>>>>
>>>>>
>>>>>
>>>>> I think the extent of my ability is to drag and drop expression editor
>>>>> links
>>>>> I'm trying to upgrade my camera rig for animating.
>>>>>
>>>>> at first i tried
>>>>> http://www.google.com/url?q=http%3A%2F%2Fscreencast.com%2Ft%2FNva24cwVVF&sa=D&sntz=1&usg=AFQjCNFmTT-3-PVoO9-LkWFroD1bowVa4g
>>>>>
>>>>> just plotting out a curve to see what it looked like, and then maybe
>>>>> try to rig up a driver with the parameter connection editor. couldnt' wrap
>>>>> my head around how to link this one up.
>>>>>
>>>>> then I found the website above that calculated the dolly/fov shift
>>>>> with some trig.
>>>>>
>>>>> the original rig is designed to do more orbital type movements, and I
>>>>> just wanted to be able to do anime type camera moves (gundam, naruto)
>>>>> it is mainly animated with a null with the camera parented to it. The
>>>>> camera itself only moves on position Z relative to it's parent null.
>>>>>
>>>>> I had a whole bunch of custom parameters that calculated the camera
>>>>> frustum with some trig. and then one parameter is controlling the 
>>>>> dollyzoom
>>>>> fov. and then I tried to automate the
>>>>> but the calculations are messing up in the expressions. I can't tell
>>>>> if it's calculating it out of order or anything.
>>>>>
>>>>> and I tried rigging it with ice
>>>>> and I always fumble there, can't get variables to show up, can I hook
>>>>> this into a parameter maybe?
>>>>> and I have no idea how to use python.
>>>>>
>>>>> any help would be appreciated
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Brandt Animation
>>>> www.brandtanim.co.uk
>>>> 020 7734 0196
>>>>
>>>
>>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*    [email protected]
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>    - Arthur C. Clarke
>
> <http://www.3danimationmagic.com>
>

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