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Difference between revisions of "Gestures/Animated Cameras"

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'''Rail'''
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Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar.
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Interpolation - PENDING
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'''Offsets'''
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The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.
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So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar.
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'''Tracking Options'''
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The tracking options will animate the camera in line with the selected bone (Tracking target).
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'''Tracking Target'''
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Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.
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Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.
  
 
==Avatar Effect Camera Movement Script==
 
==Avatar Effect Camera Movement Script==

Revision as of 12:29, 18 June 2016

You can animate the camera in concert with the character animations in your gesture.

Avatar Effect Camera Script

You can set a start and end position for the camera using the Avatar Effect Camera script.


Gesture - camera character script default.jpg


Rail

Type - linear will move the camera straight from start point to end point. Rotation will move around the avatar. Interpolation - PENDING

Offsets

The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward. So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar.

Tracking Options

The tracking options will animate the camera in line with the selected bone (Tracking target).

Tracking Target

Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other. Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.

Avatar Effect Camera Movement Script

You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.


File:Gesture - camera path script.jpg


Keyframe start and end of track

Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.

Please ensure that for both objects there is a keyframe at the start and end of the track;


Animate camera path.jpg


  • Copy Field of View data to Camera Scale X

Before you import your fbx file please copy the field of view information into the Camera object's X scale track.

The Legacy Animation rig Space uses to apply the animation to the user's camera inworld does not pick the data directly from the Field of View track in your animation editor.


Field of view.jpg


Legacy Animation Clip


Camera fbx set to legacy.jpg