All language subtitles for 03-24-The camera

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,060 --> 00:00:01,710 - [Pierre] In this video, 2 00:00:01,710 --> 00:00:05,080 we will see how Blender's camera work and how to use it. 3 00:00:05,080 --> 00:00:08,670 I've created a little scene including a camera 4 00:00:08,670 --> 00:00:11,780 that we can find also in the outliner. 5 00:00:11,780 --> 00:00:13,560 To switch back into camera view, 6 00:00:13,560 --> 00:00:16,550 you just have to press zero on the numpad. 7 00:00:16,550 --> 00:00:19,520 We can find our camera object, named the camera, 8 00:00:19,520 --> 00:00:22,900 and the camera properties in the properties editor. 9 00:00:22,900 --> 00:00:25,270 You can place the camera by moving it 10 00:00:25,270 --> 00:00:28,920 and rotating it as you will do with any other object. 11 00:00:28,920 --> 00:00:32,040 Or you can frame the view in the 3D viewport 12 00:00:32,040 --> 00:00:34,010 and press Control + Alt + zero 13 00:00:34,010 --> 00:00:37,913 so that the camera view will match your current custom view. 14 00:00:40,060 --> 00:00:45,060 The camera format is on the output size of your document. 15 00:00:45,857 --> 00:00:49,460 Basically the ratio of the output image. 16 00:00:49,460 --> 00:00:52,240 between its width and it's height, 17 00:00:52,240 --> 00:00:55,973 the resolution doesn't matter, only the ratio matter. 18 00:00:57,690 --> 00:00:59,730 There are different camera type. 19 00:00:59,730 --> 00:01:03,750 By default, the camera type will be set to perspective 20 00:01:03,750 --> 00:01:07,100 and the output is the same as in the perspective view. 21 00:01:07,100 --> 00:01:09,670 If we switch to autographic, 22 00:01:09,670 --> 00:01:13,940 the autographic scale will allow you to zoom in and out. 23 00:01:13,940 --> 00:01:16,120 You can't zoom by moving the camera. 24 00:01:16,120 --> 00:01:19,820 Using cycle, you can also switch to panoramic. 25 00:01:19,820 --> 00:01:23,880 It won't be supported in Evi, because you need ray tracing. 26 00:01:23,880 --> 00:01:28,880 It allows you to do a free 60 degree angle point of view 27 00:01:29,100 --> 00:01:33,860 ideal for VR experiences or to create your own HDRi. 28 00:01:34,980 --> 00:01:36,570 With the prospective camera, 29 00:01:36,570 --> 00:01:38,230 playing with the focal length 30 00:01:38,230 --> 00:01:41,290 will allow you to zoom in and out. 31 00:01:41,290 --> 00:01:43,360 The longer the focal length, 32 00:01:43,360 --> 00:01:46,340 the more zoomed will be your picture. 33 00:01:46,340 --> 00:01:50,060 And the more compressed will be the perspective, 34 00:01:50,060 --> 00:01:53,550 meaning that you will get closer and closer 35 00:01:53,550 --> 00:01:55,110 to an autographic view. 36 00:01:55,110 --> 00:01:57,180 The smaller the focal length, 37 00:01:57,180 --> 00:02:01,880 the wider will be your angle of view, or less zoomed, 38 00:02:01,880 --> 00:02:06,010 and you will create a lot of distortion in the perspective. 39 00:02:06,010 --> 00:02:10,810 You can shift the camera frame on the X and Y axis. 40 00:02:10,810 --> 00:02:14,110 It doesn't exactly behave as a rotation. 41 00:02:14,110 --> 00:02:18,060 It's currently of setting the position of the camera 42 00:02:18,060 --> 00:02:22,120 on the left of the right, but we keep the same perspective 43 00:02:22,120 --> 00:02:25,220 as when we are framing the center of the view. 44 00:02:25,220 --> 00:02:28,140 I personally never used this option. 45 00:02:28,140 --> 00:02:29,840 To better understand clipping, 46 00:02:29,840 --> 00:02:33,720 I will go into the viewport display and enable limits. 47 00:02:33,720 --> 00:02:38,300 A line appear in our 3D viewport, showing these limits. 48 00:02:38,300 --> 00:02:41,710 This limit line show us the clipping distance. 49 00:02:41,710 --> 00:02:44,630 If I increase the clipping start, 50 00:02:44,630 --> 00:02:48,140 it will move away the first polygon 51 00:02:48,140 --> 00:02:49,990 that is rendered by the camera 52 00:02:49,990 --> 00:02:54,260 and we can see the limit line updating in our 3D view. 53 00:02:54,260 --> 00:02:57,130 On the other end, changing the end value 54 00:02:57,130 --> 00:03:01,170 will change how far a can be from the camera 55 00:03:01,170 --> 00:03:02,510 and being rendered. 56 00:03:02,510 --> 00:03:06,000 As you may know, computers, don't like infinity 57 00:03:06,000 --> 00:03:09,310 and we can't render an image with an infinite depth. 58 00:03:09,310 --> 00:03:11,663 The calculation would never end. 59 00:03:13,640 --> 00:03:16,510 Real camera have a physical sensor 60 00:03:16,510 --> 00:03:19,590 that allow them to capture the image. 61 00:03:19,590 --> 00:03:21,620 But with our virtual camera, 62 00:03:21,620 --> 00:03:23,160 the only thing we have to know 63 00:03:23,160 --> 00:03:26,140 is that the zoom or angle view 64 00:03:26,140 --> 00:03:30,770 is a ratio between the focal length and the sensor size. 65 00:03:30,770 --> 00:03:33,670 So basically you may never change this value 66 00:03:33,670 --> 00:03:36,223 and only play with the focal length. 67 00:03:38,110 --> 00:03:41,800 You may not need to use the safe area that much. 68 00:03:41,800 --> 00:03:44,600 When enabled, you will see frame appearing 69 00:03:44,600 --> 00:03:45,770 in your camera view. 70 00:03:45,770 --> 00:03:50,770 They were origin only here to fit different screen sizes. 71 00:03:50,840 --> 00:03:54,590 All TV may not have the same image ratio 72 00:03:54,590 --> 00:03:57,520 and sometime the image was clipped. 73 00:03:57,520 --> 00:03:59,750 So you could use this to set the limit 74 00:03:59,750 --> 00:04:03,940 between what could be cut and what is currently in frame. 75 00:04:03,940 --> 00:04:05,890 But now most of our screen 76 00:04:05,890 --> 00:04:08,680 do compensate the screen differences. 77 00:04:08,680 --> 00:04:12,400 But they are still great if you want to set a title, 78 00:04:12,400 --> 00:04:16,940 for example, in your frame or if you want to add subtitle, 79 00:04:16,940 --> 00:04:19,570 knowing that a part of the picture 80 00:04:19,570 --> 00:04:22,570 will be occluded by the subtitle 81 00:04:22,570 --> 00:04:25,660 and making sure that you keep all the focal points 82 00:04:25,660 --> 00:04:28,420 inside the inner frames. 83 00:04:28,420 --> 00:04:31,070 You can add the background image as you will do 84 00:04:31,070 --> 00:04:32,660 in the 3D viewport. 85 00:04:32,660 --> 00:04:34,300 And under viewpoint display, 86 00:04:34,300 --> 00:04:38,000 you can display a lot of information regarding your camera. 87 00:04:38,000 --> 00:04:40,810 We can already see our creeping range, 88 00:04:40,810 --> 00:04:45,270 but we will also be able to enable the limit of the mist. 89 00:04:45,270 --> 00:04:48,080 It's currently overlaid upon the limit, 90 00:04:48,080 --> 00:04:49,610 so it's a bit hard to see, 91 00:04:49,610 --> 00:04:52,170 but we'll see it better just after. 92 00:04:52,170 --> 00:04:55,730 The mist pass is to be used in the compositing. 93 00:04:55,730 --> 00:04:57,660 So to be able to access it, 94 00:04:57,660 --> 00:05:00,960 you have to go to the render layers and enable it. 95 00:05:00,960 --> 00:05:03,610 Then we need to render our picture. 96 00:05:03,610 --> 00:05:05,960 It will generate a black and white picture, 97 00:05:05,960 --> 00:05:08,320 the black being the closer to the camera 98 00:05:08,320 --> 00:05:10,420 and the white the further away. 99 00:05:10,420 --> 00:05:13,320 Any rendered value closer to camera 100 00:05:13,320 --> 00:05:15,677 and the start limit will be black, 101 00:05:15,677 --> 00:05:20,230 any rendered value beyond the end value of the limit 102 00:05:20,230 --> 00:05:21,640 will be white. 103 00:05:21,640 --> 00:05:25,540 This is a path very useful to give depth to your render, 104 00:05:25,540 --> 00:05:30,540 creating atmospherical perspective, like fog for example. 105 00:05:30,600 --> 00:05:32,210 To change its limit, 106 00:05:32,210 --> 00:05:34,800 you have to have it enabled in the layer 107 00:05:34,800 --> 00:05:37,240 and then go to the world properties 108 00:05:37,240 --> 00:05:39,900 and go in the mist path tab. 109 00:05:39,900 --> 00:05:42,560 Here, you will Find the option to change the limits 110 00:05:42,560 --> 00:05:45,400 and also the falloff behavior. 111 00:05:45,400 --> 00:05:48,570 The sensor will display the focal point of the camera, 112 00:05:48,570 --> 00:05:50,890 so we'll see that a little later. 113 00:05:50,890 --> 00:05:53,710 The name option will display the name of the camera 114 00:05:53,710 --> 00:05:56,000 just under the camera view. 115 00:05:56,000 --> 00:05:57,700 The passepartout option 116 00:05:57,700 --> 00:06:01,920 will allow you to increase the opacity of the passepartout 117 00:06:01,920 --> 00:06:05,900 to currently occlude what's outside of the camera. 118 00:06:05,900 --> 00:06:09,350 When working on the shot, I advise you to double check it 119 00:06:09,350 --> 00:06:11,880 with the passepartout alpha set to one. 120 00:06:11,880 --> 00:06:13,450 Because the fact that you see 121 00:06:13,450 --> 00:06:17,470 beyond the boundaries of the camera is misleading. 122 00:06:17,470 --> 00:06:21,470 It seems that the composition is wider or more open 123 00:06:21,470 --> 00:06:24,320 and you can anticipate what's outside 124 00:06:24,320 --> 00:06:26,080 of what you're framing. 125 00:06:26,080 --> 00:06:28,510 And so you are mentally anticipating 126 00:06:28,510 --> 00:06:31,390 the motion of your character or where he's going 127 00:06:31,390 --> 00:06:35,130 and what is going to be in the camera shot, 128 00:06:35,130 --> 00:06:39,350 which in the end, won't be displayed in the current shots 129 00:06:39,350 --> 00:06:40,183 you are filming. 130 00:06:41,940 --> 00:06:43,160 In the previous video, 131 00:06:43,160 --> 00:06:46,287 I've explained you how composition was important, 132 00:06:46,287 --> 00:06:48,280 how you have to try to give sense 133 00:06:48,280 --> 00:06:49,880 to everything you're doing. 134 00:06:49,880 --> 00:06:53,710 In this regard, composition guides are super useful. 135 00:06:53,710 --> 00:06:55,410 You would find several of them 136 00:06:55,410 --> 00:06:58,470 are related to different composition theory, 137 00:06:58,470 --> 00:07:00,110 like the golden ratio. 138 00:07:00,110 --> 00:07:04,080 So if you have studied composition through hub, for example, 139 00:07:04,080 --> 00:07:05,330 you won't be lost. 140 00:07:05,330 --> 00:07:09,010 If you're not that used to it, just use the third, 141 00:07:09,010 --> 00:07:11,350 it's the most important thing. 142 00:07:11,350 --> 00:07:14,240 Make sure that the important part of your shot 143 00:07:14,240 --> 00:07:18,110 are inside the third or aligned with them. 144 00:07:18,110 --> 00:07:21,480 For example, I'm aligning the head of my character 145 00:07:21,480 --> 00:07:23,910 with the top right third, 146 00:07:23,910 --> 00:07:27,840 and he's looking toward deep open third. 147 00:07:27,840 --> 00:07:30,090 If I move him on the other side, 148 00:07:30,090 --> 00:07:32,050 we still have a focus on him 149 00:07:32,050 --> 00:07:33,880 but that fact that he's looking 150 00:07:33,880 --> 00:07:36,580 at the closed side of the camera 151 00:07:36,580 --> 00:07:40,660 leads your audience to watch outside of the frame. 152 00:07:40,660 --> 00:07:43,390 And unless this is an artistic choice 153 00:07:43,390 --> 00:07:45,680 it doesn't look great that much. 154 00:07:45,680 --> 00:07:48,800 So what we can do is just rotate the character 155 00:07:48,800 --> 00:07:51,760 and keep him aligned on those third, 156 00:07:51,760 --> 00:07:55,340 but it will look at the other side of the screen 157 00:07:55,340 --> 00:07:57,210 on the open side, 158 00:07:57,210 --> 00:07:59,950 and then offset this fear on the foreground 159 00:07:59,950 --> 00:08:03,180 because it's occluding the first third. 160 00:08:03,180 --> 00:08:06,130 And so it becomes a point of interest 161 00:08:06,130 --> 00:08:09,420 while it might not be something very interesting, 162 00:08:09,420 --> 00:08:12,850 unless your character is watching it for example. 163 00:08:12,850 --> 00:08:15,350 But simply moving it on the side 164 00:08:15,350 --> 00:08:18,020 make the competition a little better. 165 00:08:18,020 --> 00:08:20,690 Composition in itself is a big topic 166 00:08:20,690 --> 00:08:22,910 and will deserve a whole course. 167 00:08:22,910 --> 00:08:25,200 But you can start with those simple rules 168 00:08:25,200 --> 00:08:27,423 to make opening compositions. 169 00:08:28,680 --> 00:08:31,470 Let's now have a look to depth of field. 170 00:08:31,470 --> 00:08:34,750 When activated, you might not see the different away. 171 00:08:34,750 --> 00:08:36,090 What you have to know first 172 00:08:36,090 --> 00:08:41,000 is that Blender is currently focusing on this target 173 00:08:41,000 --> 00:08:43,630 and we can move it directly in the 3D viewport 174 00:08:43,630 --> 00:08:45,880 by left clicking and dragging 175 00:08:45,880 --> 00:08:48,500 or changing the focus distance here. 176 00:08:48,500 --> 00:08:52,550 Using the eyedropper, you can also select an object, 177 00:08:52,550 --> 00:08:55,410 asking lender to keep it in focus. 178 00:08:55,410 --> 00:09:00,130 To make it clearer, let's reduce the f-stop to 0.1. 179 00:09:00,130 --> 00:09:02,770 This will make our picture way more blurry 180 00:09:02,770 --> 00:09:05,690 and we can see that even if I move the camera 181 00:09:05,690 --> 00:09:10,130 or I move the sphere, Blender will keep the sphere in focus 182 00:09:10,130 --> 00:09:12,290 meaning that it won't be blurred 183 00:09:12,290 --> 00:09:15,200 while everything else around it gets blurry. 184 00:09:15,200 --> 00:09:18,990 If I want to select another object to focus on 185 00:09:18,990 --> 00:09:21,860 I can select it through the menu. 186 00:09:21,860 --> 00:09:23,610 If I select the ground, 187 00:09:23,610 --> 00:09:26,200 you can see that the focus point is aligned 188 00:09:26,200 --> 00:09:28,960 with the origin of the ground object. 189 00:09:28,960 --> 00:09:31,950 Not the whole object is in focus. 190 00:09:31,950 --> 00:09:34,350 This is a pretty important information. 191 00:09:34,350 --> 00:09:37,250 Blender will use the origin of any object 192 00:09:37,250 --> 00:09:39,610 that is used as a focus object. 193 00:09:39,610 --> 00:09:42,850 Finally, you can copy the name of the object 194 00:09:42,850 --> 00:09:43,820 you want to focus on 195 00:09:43,820 --> 00:09:48,630 and hovering over the focus object slot, press Control + V. 196 00:09:48,630 --> 00:09:50,840 Let's talk a bit about the f-stop. 197 00:09:50,840 --> 00:09:53,450 Here I'm focusing on the first sphere 198 00:09:53,450 --> 00:09:57,860 so we can see the cube on the left is perfectly in focus. 199 00:09:57,860 --> 00:10:00,190 If I now move away the focus point 200 00:10:00,190 --> 00:10:03,250 we can see that the next cube is in focus. 201 00:10:03,250 --> 00:10:04,547 I will get back to the previous 202 00:10:04,547 --> 00:10:06,930 and we can see it's back in focus. 203 00:10:06,930 --> 00:10:10,500 Increasing the f-stop will visually reduce the noise, 204 00:10:10,500 --> 00:10:12,380 but it's not about this. 205 00:10:12,380 --> 00:10:17,380 The f-stop value is the range of what is in focus. 206 00:10:17,850 --> 00:10:22,280 The higher f-stop value, the higher the range 207 00:10:22,280 --> 00:10:25,970 from the focus point will be in focus. 208 00:10:25,970 --> 00:10:30,520 Plus the further away is the focal point from the camera, 209 00:10:30,520 --> 00:10:33,240 the larger will be the focus area. 210 00:10:33,240 --> 00:10:37,490 To give you an example, if I use the same f-stop value 211 00:10:37,490 --> 00:10:40,230 and I focus on the very first cube, 212 00:10:40,230 --> 00:10:43,370 I might add two cube in focus. 213 00:10:43,370 --> 00:10:48,080 While if I focus on a cube that is further away 214 00:10:48,080 --> 00:10:52,130 I might have four or five or six cube in focus. 215 00:10:52,130 --> 00:10:54,380 So the focus range gets bigger, 216 00:10:54,380 --> 00:10:58,000 the further away the focus point is. 217 00:10:58,000 --> 00:11:00,320 The other concern is that the depth of field 218 00:11:00,320 --> 00:11:02,170 is based on a distance. 219 00:11:02,170 --> 00:11:05,520 So depending on the scale of your scene, 220 00:11:05,520 --> 00:11:09,290 the blur effect behavior might look different 221 00:11:09,290 --> 00:11:14,000 and you may have to play with a bigger range of f-stop value 222 00:11:14,000 --> 00:11:16,123 to see a difference in the blur. 223 00:11:17,460 --> 00:11:21,550 It's pretty common to rig cameras with simple objects. 224 00:11:21,550 --> 00:11:25,160 Adding an empty, parenting the camera to the empty 225 00:11:25,160 --> 00:11:26,680 and make the empty rotate 226 00:11:26,680 --> 00:11:29,330 to create a turntable, for example. 227 00:11:29,330 --> 00:11:32,640 Another common technique is to use an empty 228 00:11:32,640 --> 00:11:37,100 and make the camera through constraint, tracking this empty. 229 00:11:37,100 --> 00:11:39,830 This way you can move the camera in space 230 00:11:39,830 --> 00:11:43,930 and it will keep focus on whatever you are looking at. 231 00:11:43,930 --> 00:11:46,810 It makes the camera easier to handle 232 00:11:46,810 --> 00:11:50,310 and also animating the camera a bit easier. 233 00:11:50,310 --> 00:11:51,920 But there is an issue. 234 00:11:51,920 --> 00:11:54,520 As we are using multiple objects, 235 00:11:54,520 --> 00:11:57,640 if I insert a key frame on those both empty 236 00:11:57,640 --> 00:12:01,170 to create some kind of fancy camera motion, 237 00:12:01,170 --> 00:12:05,650 I will have two different action, one per empty. 238 00:12:05,650 --> 00:12:09,340 And if I start animating the properties of the camera 239 00:12:09,340 --> 00:12:11,180 like the focal length, 240 00:12:11,180 --> 00:12:15,080 it will create even another animation or action 241 00:12:15,080 --> 00:12:17,420 just for those properties. 242 00:12:17,420 --> 00:12:20,740 Then modifying the camera animation will be a pain 243 00:12:20,740 --> 00:12:24,500 because I will have to update different actions. 244 00:12:24,500 --> 00:12:28,300 Fortunately, Blender comes with a built-in add on 245 00:12:28,300 --> 00:12:29,810 that will greatly help you. 246 00:12:29,810 --> 00:12:33,800 If you go to edit preferences and go to the add on tab, 247 00:12:33,800 --> 00:12:38,400 search for camera and activate the add camera rigs. 248 00:12:38,400 --> 00:12:41,570 From there, when you press Shift + A to add the camera, 249 00:12:41,570 --> 00:12:44,740 you will have the choice through different camera rigs. 250 00:12:44,740 --> 00:12:47,730 The classic camera, the Dolly camera rig 251 00:12:47,730 --> 00:12:50,120 and the Crane camera rig. 252 00:12:50,120 --> 00:12:52,470 There is also a 2D camera rig 253 00:12:52,470 --> 00:12:54,470 that we won't be using in this course. 254 00:12:54,470 --> 00:12:58,090 While the Crane camera rig simulates a crane, 255 00:12:58,090 --> 00:13:00,370 the Dolly camera rig is very close 256 00:13:00,370 --> 00:13:02,680 but there is a little more freedom to it, 257 00:13:02,680 --> 00:13:04,860 so we will use this one. 258 00:13:04,860 --> 00:13:08,650 The camera rig is very close to our character rig. 259 00:13:08,650 --> 00:13:12,640 There is a root bone that allow us to move the whole camera. 260 00:13:12,640 --> 00:13:14,400 The aim controller allow us 261 00:13:14,400 --> 00:13:18,720 to orientate the camera to this controller. 262 00:13:18,720 --> 00:13:22,160 The camera controller allow us to move the camera in space 263 00:13:22,160 --> 00:13:25,610 and it will still follow the aim, 264 00:13:25,610 --> 00:13:29,260 while the offset will allow us to move the camera in space 265 00:13:29,260 --> 00:13:31,600 but it won't rotate toward the aim. 266 00:13:31,600 --> 00:13:34,970 And in addition to this, we have all the option 267 00:13:34,970 --> 00:13:36,610 of the camera properties 268 00:13:36,610 --> 00:13:39,490 that are exposed directly in the rig. 269 00:13:39,490 --> 00:13:43,710 So we can animate those properties directly using the rig 270 00:13:43,710 --> 00:13:46,450 and it will create only one action 271 00:13:46,450 --> 00:13:50,870 that will gather all the emotions of the bone controllers 272 00:13:50,870 --> 00:13:54,250 but also all the properties of the camera. 273 00:13:54,250 --> 00:13:58,880 So I do advise you to use this rig all the time 274 00:13:58,880 --> 00:14:03,880 so that you will get used to it, even for simple project. 275 00:14:04,040 --> 00:14:07,130 This way you will get familiar with its mechanism 276 00:14:07,130 --> 00:14:10,020 and also some of the feature it has, 277 00:14:10,020 --> 00:14:12,800 like this focus point creation. 278 00:14:12,800 --> 00:14:17,020 It will bind an empty 2D aim target 279 00:14:17,020 --> 00:14:18,850 and the aim target will allow you 280 00:14:18,850 --> 00:14:23,850 to rotate the camera but also set the focus distance. 281 00:14:23,900 --> 00:14:26,440 To summarize, we have seen that the camera format 282 00:14:26,440 --> 00:14:29,170 is based on the output resolution. 283 00:14:29,170 --> 00:14:30,710 There on different camera type 284 00:14:30,710 --> 00:14:34,750 with perspective and orthographic and even panoramic 285 00:14:34,750 --> 00:14:39,460 that allow you to do a 360 degree angle shot. 286 00:14:39,460 --> 00:14:42,350 You can control the zoom and angle of view 287 00:14:42,350 --> 00:14:44,130 with the focal length. 288 00:14:44,130 --> 00:14:46,420 You can use the composition guides 289 00:14:46,420 --> 00:14:50,200 and the passepartout to better frame your shots. 290 00:14:50,200 --> 00:14:52,460 You can control the depth of field 291 00:14:52,460 --> 00:14:57,200 using the camera focus distance and the f-stop value. 292 00:14:57,200 --> 00:14:59,920 It's highly advised to use a camera rig 293 00:14:59,920 --> 00:15:01,763 to animate your camera. 23617

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.