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>
> > > 

Reply via email to