So all the futzing and time wasting and random code typing is done for now. I've got a camera rig that I'm going to live with for a little while, see if my half-baked ideas for what would make a workable set up make any sense at all.
Here's a copy of the Maya scene file (Maya 8) and the script. To try it out, import the camera rig file into any Maya scene, position it roughly, then run the script.
Now that this is in a workable state, I'm moving onto the animatic for the film, just blocking out shots and figuring out rough timing. I'll probably have stills to show as I go along but not much very exciting as models I'll be using in it are going to be very, very basic.
Cheers.
Showing posts with label camera rig. Show all posts
Showing posts with label camera rig. Show all posts
Saturday, October 20, 2007
Sunday, October 14, 2007
Maya Tip of the Day #2
This one is a little MEL script that's far from finished but that's gonna make it into my camera GUI in one form or another.
The way I see it working is as follows:
The camera and aim are blocked in roughly using the 4-pane orthographic & perspective views. Once the basic shots are set up, I'm going to need to refine them while looking through the camera. It's at that point that I'll call up the GUI and there I'll have sliders and keyframe buttons to dial in the actual shots. Because the transforms are locked on the actual camera in my rig (to avoid gimbal lock and throwing the camera totally out of whack) you can't move the camera using the usual pan & dolly mouse controls.
This rig is taking me about nine years and seventeen days to build but an end is in sight. I think.
Cheers.
window -title "test Field Slider";This creates a slider that slides the cube on the X-axis +/- 15 units based on wherever the cube is when the script is run. Wow. Now that is...uh...what exactly is that?
showWindow;
polyCube;
float $currentXLocation = `getAttr pCube1.tx`;
columnLayout;
attrFieldSliderGrp -min ( $currentXLocation - 15 ) -max ( $currentXLocation + 15 ) -at pCube1.tx;
The way I see it working is as follows:
The camera and aim are blocked in roughly using the 4-pane orthographic & perspective views. Once the basic shots are set up, I'm going to need to refine them while looking through the camera. It's at that point that I'll call up the GUI and there I'll have sliders and keyframe buttons to dial in the actual shots. Because the transforms are locked on the actual camera in my rig (to avoid gimbal lock and throwing the camera totally out of whack) you can't move the camera using the usual pan & dolly mouse controls.
This rig is taking me about nine years and seventeen days to build but an end is in sight. I think.
Cheers.
Sunday, October 7, 2007
MEL Script = Headache
Ugh. I just spent the last several hours puzzling over how to do a bunch of different things for my camera rig. I've come the conclusion that a lot of the things that I put in my original rig & UI aren't really necessary any longer, particularly having two Aim Constrained locators and animation sliders for both of their weights.
I liked the idea at first. My plan was to aim the main locator at the main target of the camera and then have the secondary locator pulling it off target, bringing a little life to the camera. But if you think about how many possible animation tracks there would be in the graph editor with that kind of set-up, it gets ugly. Also that way of aiming the camera has no real relationship to the way an actual camera works. Not that a CG camera has to mimic a real world camera but I should probably have a decent reason for making it drastically different. Plus there are plenty of ways to bring life to the camera that would be more direct.
Alright. I'm tired. That's it for me. A copy of the rig will be up here eventually.
I liked the idea at first. My plan was to aim the main locator at the main target of the camera and then have the secondary locator pulling it off target, bringing a little life to the camera. But if you think about how many possible animation tracks there would be in the graph editor with that kind of set-up, it gets ugly. Also that way of aiming the camera has no real relationship to the way an actual camera works. Not that a CG camera has to mimic a real world camera but I should probably have a decent reason for making it drastically different. Plus there are plenty of ways to bring life to the camera that would be more direct.
Alright. I'm tired. That's it for me. A copy of the rig will be up here eventually.
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