Cool! Thanks for sharing Martin. Morten
Den 1. april 2014 kl. 19:11 skrev Martin Yara <[email protected]>: > 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 > <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] > <mailto:[email protected]> > wrote: > > 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] > > <mailto:[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 > > > > > > > <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 > > > > > > > <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 <http://www.brandtanim.co.uk> > > > > > > 020 7734 0196 > > > > > > > > > > > > -- > > > > > > > > > Best Regards , > > > Stephen P. Davidson > > > (954) 552-7956 <tel:%28954%29%20552-7956> > > > [email protected] > > > > > > Any sufficiently advanced technology is indistinguishable from magic > > > > > > > > > - Arthur C. Clarke <http://www.3danimationmagic.com> > > >

