cool! I'll take a look
one day I want to be able to code stuff too, hopefully in fabric engine.

https://drive.google.com/folderview?id=0B_9lezVBprmDdEZtdUNzUmpVYjA&usp=sharing

here's my rig
I used to animate flybys and stuff with a normal cam. used to take so long
till I made this rig (prior to this vertigo effect)
I also made a standalone one in AE.

it's based on zxy rotation order so the gimbal slider is for when rotX is
+-90degs
vertigo is just that, vertigo effect / dolly-zoom effect
fov is the horizontal fov so it works with the thomas volkmann softimage to
after effects python script too

now I gotta figure out how to make it in maya. could be a while.




On Tue, Apr 1, 2014 at 10:11 AM, Martin Yara <[email protected]> wrote:

> I was doing a camera animation today and wanted to try this Vertigo effect
> so I wrote an script. If it helps, you can download it here:
>
> https://www.4shared.com/file/dvfP6MMOba/mVertigo.html
>
> Select your cam, execute.
>
> What it does:
> Create a PPG with your screen width and height in SI units according to
> your Camera and Interest distance and your Pic Ratio.
> Add an expression to your Cam angle to keep this screen size.
>
> It supports vertical and horizontal FOV modes.
>
> I ended up with a slightly vertigo like animation so I didn't use this
> script. lol
>
> I'm not sure yet how to modify this to make it easier to manipulate and
> animate, but it is a start. Maybe someday. Maybe in another DCC.
>
> Martin
>
>
>
>
>
> On Tue, Apr 1, 2014 at 3:33 AM, Eugene Flormata <[email protected]>wrote:
>
>> 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]>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]>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]> 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]> 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 <%28954%29%20552-7956> *
>>> [email protected]
>>>
>>> *Any sufficiently advanced technology is indistinguishable from magic*
>>>
>>>
>>>      - Arthur C. Clarke
>>>
>>> <http://www.3danimationmagic.com>
>>>
>>
>

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