Traditional Culture Encyclopedia - Photography and portraiture - Maya camera target point and path animation

Maya camera target point and path animation

To aim at an object, create a camera and a target, select the object, and then transfer it to the target, and constrain-> > animation->; Point, use point constraint to lock the camera's target on the object. No matter how the object or camera moves, the camera will aim at the object.

If you want the camera to move along the path, use tools such as cv Curve Tool or ep Curve Tool to draw a (curve) line, select the curve, and then click Animation->; Motion path->; Set the key points of the motion path and transform the curve into the motion trajectory; Create a camera and aim again, select a target, and then press shit+P to separate the target from the camera group. Then select the camera group node (in the outline view or hypergraph, if you don't rename the camera, the default is camera 1 _ group, remember not to just select the camera), hold down shift to select the curve, and then click Animation-> >; Motion path->; Attach to the motion path to constrain the camera to the path; Similarly, select the target again, press shift to select the curve, and then click Animation under Animation-> Motion Path-> > Attached to the motion path. Later, it may be found that the camera orientation is wrong, so I choose the curve and find motionPath 1 in the output of the channel box (it should be 1 if I remember correctly). There are three parameters: front, top and side twist. Adjust the parameters to make the lens aim at the target direction and be in the correct position. At this time, the camera and the focus are in the same position, which may be a bit strange. Select a camera, open the graph editor, select the camera shape 1 on the left side of the graph editor, press F, select the motion curve (straight line) that appears in the window on the right side of the graph editor, hold down shift, and press the middle mouse button to move the straight line up. You can see aim move to the camera and decide the distance by yourself. It's done.

If aim locks other objects, use a point constraint (constraint->; Point), you don't have to constrain aim to the motion path.

When the camera makes a circular motion in the vertical direction, use the camera to aim and go up, otherwise the camera will suddenly reverse in the middle of the circular motion. Needless to say, typing is very tiring, that is, the curve obtained after a curve offset is used as the motion path of the upper node.

I hope it helps.