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> >>> >> >

