[flow_default] Transcription: 02. Camera Motion.json
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transcriptions/02. Camera Motion.json
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{
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"audio_file": "02. Camera Motion.wav",
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"text": "Hi everyone, we are back to our Blender scene and let's just jump into actually animating stuff. But before you do that, it's really important to know what's going to be the frame rate of your final animation. So if you plan to do it in 60 frames per second and let's say you need 10 seconds of animation from scene like that, you must need to know that the star frame is going to one, but the end frame is gonna be 600 because 10 seconds and 60 frames per seconds equals 600 frames. What I was doing in my teaser for this course was using 250 frames as a general output because my frame rate was 25 frames per second. So this is something I'm gonna do. I'm gonna use here in this example as well. And yeah, let's just add the first keyframe and it's gonna be location and rotation. We are not gonna animate scale for our camera. And now with my camera active in the viewport, I'm just gonna move it using this extra space here to somewhere around this area. I might even consider moving the camera slightly to this angle, for example. Oh yeah, and you might want to avoid that. You see, when I move the keyframes, sorry, the timeline right now, I lose all of the progress I just did. So first move the timeline and then apply the animation changes you would like to have. So again, I'm just moving the camera a little bit forward, a little bit to the side maybe, or maybe like that. And I'm gonna press the I key and now select location and rotation. So this entire sequence will take 100 frames. So the animation loops nicely. Now when I'm going to press the spacebar, you can see more or less the animation speed we are gonna have rendered. Now as I mentioned in the previous video, you can see the actual frame rate here, but to change it, we go to the dimension options, scroll down a little bit, and here we have a frame rate section. So if we switch to 25, you won't see much change around the viewport. When we go to 60, now you can see it all speed up significantly. So yeah, let's stick to 25 actually, what I want to use in the end. And my general tip for rendering, for animating the architectural visualization is avoiding any drastic and quick rotations like something that I'm works exactly the same as with the general animation. I'm on my frame one by the way when I hold Shift key and use the left and right arrows I'm able to jump from the start to the end of animation. So with my camera selected I can go to any of those values we have here, press the I key and it's gonna create a keyframe. The keyframe is indicated by this yellow color. So now when we move here to the last frame, I'm able to switch the values and I'm going to press the I key again. So now you can see it's not only the location of the camera that's changing, but here we can see the lens shift value also changes. I don't know why the last value didn't work. Let's try it again. So I'm just going to use the value of zero, press I again. Now move to the last frame, shift it, press I again. Yeah, so now we can see we have both camera shift options changing. I'm just gonna visualize it here a little bit better. Maybe it's not that visible. Sorry for that. But you know what I mean, you can see the values changing here. Yeah, eventually that's something we don't want for this camera, but it actually works pretty well. Sometimes if you want to target a certain area of the 3D space and you're not fully able to do it with camera, because otherwise, let's say you would have to rotate it and create this chaotic movement, you can easily frame your camera view using the animating the shift value options here. If you would like to fix those settings, if you let's say would like to remove or change the values the same way we do with the motion. So let's say soften the value change. We simply go to the graph editor, expand the camera list here. So here we have the regular changes in animation. And here we have the lens shift X and Y values. So if you want to remove those values, simply box select pressing B, press X, delete keyframes and everything is clean. You can go back to the camera and it now animates back as it should actually for this case. So yeah, it's good to know you can do the same with focal length of the camera. So let's say we start with 16. So we start with 16. Sorry, my blender crashed. I'm just going to press I key. Now let's move to the final frame, increase the focal length to 30 and press the I key again. So we have this cinematic effect. Actually it looks like the camera is only zooming because there is still little motion. But yeah, again, I'm gonna repeat myself. For architectural stuff, you really want to avoid anything chaotic happening with the camera happening with the things you're animating. You need to understand that rendering even the most simple motion like the one we have here is a back and forth process exactly the same as with everything else we have created in this scene. So once you have the very basic camera animation created, you now have to render a preview of the scene just to know how the animation looks exactly in animation editing software. So we are going to use After Effects for that and we are going to render a preview animation for this scene. So see you in the next video.",
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"language": "en",
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"confidence": null,
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"duration": 478.2
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}
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