Another (continuing?) question with animating scenes
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I still find SU's animation creation to be problematic. Perhaps someone can help me here:
I've created a scene of a simple model (well, a more complex model but with most of the layers turned off) and then a 2nd scene of the very same model, but rotated 180°, so its viewed from the opposite angle / side as the original scene. I want to animate the transition from scene 1 to scene 2 as a simple rotation of the model from one to the other. When I create the animation, SU pulls the camera away and rotates the model through an arc, as opposed to about the center of the model. I simply want the transition to rotate about the model center, not fly all over through random space!
Is there any way to accomplish this, short of creating a bunch of scenes with the model rotated but a few degrees between each one?
Thanks for any help!
Bob
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Take a look to
Mover
Future Animator by Fredo
Animation SU Alive by WyDi -
Thank you! I will!
Bob
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Hi Bob,
Probably the quickest way to accomplish this, without extensive use of plugins, is to control your camera location/movement through scenes. This precludes the need to manipulate the model in any way.
For example, you could draw a hexagon that encloses your entire model, with one vertex lined up with the front view. Then you could place your camera on the front vertical of the hexagon. Use guide points to try different elevations until you get one that frames your model correctly. Now adjust the height of the hexagon to match the perfect height.
Re-place your camera on the front vertex, making sure that you are in the front view, and save the scene. Now place your camera on the next vertex and repeat the process and save a scene. (you can control your camera even more if you make an alignment face for each vertex that is perpendicular to the plane of the camera view at the vertex and use that to align the camera after you place it on the vertex. This might be more control than you actually need and "fudging" the camera location to better frame the model in each location is a valid method too.
Once you have all the vertex views saved as scenes, run the animation. You may need to zoom in or out slightly, at each scene, to keep from clipping the model as the camera moves. Keep refreshing the scenes as you dial in the flow.
It sounds more complicated than it is and you will find that you can "fake" an object-based animation pretty easily.
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