[flow_default] Transcription: 01_setting_up_a_camera.json
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transcriptions/01_setting_up_a_camera.json
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"audio_file": "01_setting_up_a_camera.wav",
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"text": "In this video we will prepare the animation process of our car scene by setting up a camera which we later on can animate. Alright, in order to add the camera let's select the scene collection since the camera should be added here as well. Hit Shift A and add a camera. Let's move it to the side and let's also split our screen here. Over here let's disable all the overlays and let's hit zero on the numpad or if you have the overlays enabled you can also use this camera button here. So in this way we always see what's happening inside the camera and over here if we set this to the local transform orientation we can easily move or rotate the camera over here which makes camera control a bit easier. So all the camera settings we find down here in the object data tab and first of all let's go to viewport display, Pusper 2 and set the opacity to 1. As you can see with this we control the opacity of the outside area here and sometimes I find it confusing when you still see the stuff which is outside the camera view and if you set it to one you can only see what's inside the view and then you get a better feeling about the camera perspective and all this stuff. So one thing I also want to set up right now which is more related to rendering and all this stuff and that's the resolution because the resolution or the aspect ratio is also changing the shape of the camera. So for this scene, I want to have a more cinematic look. So I don't want to have this standard 16 by 9 aspect ratio. I want to have a 21 by 9 aspect ratio. So we use a resolution 2560 pixels by 1080 pixels. And now you can see this is a little bit more wider and this makes it more cinematic. So and I set this up at this point already since when we are animating or just placing the camera, we need to know what we have in the final frame. All right, let's get back to the camera settings. And in order to control the camera, as mentioned, you can either use the standard transformation tools here to control it, but you can also enable the walk navigation. So if you're over here, let's move it over. You can go to view navigation, walk navigation. And in this way you can easily fly around your car. And if you have a nice perspective, this one here, for example, you can simply press the left click to confirm the new position or you press escape or right click to cancel this and you will jump back to the original position. Fun fact, if you have the walk navigation enabled and press Tab, gravity will be enabled and then you can basically walk on the ground. So this works also by the way if you're in the standard view, walk navigation, tap and then you can walk around here. You won't have collision for objects, you will just be beamed onto the objects basically. And now I want to show you how to enable depth of field for the camera. So first of all, let's go to viewport and enable limits. As you can see, now we have this long line here and this yellow cross, which we can left click on, hold and drag it over here to the car. And you can access all the depths of field settings over here. But before we see anything in the 3D viewport, we have to enable the depths of field effect in the EV render settings. So enable depth of field. Just a quick note from the future here, as you can see in later versions of Blender, we don't have this checkbox here in the depths of field render settings. It was basically moved to another place. So if the camera is selected, go to the camera settings and here you can see we have this checkbox for enabling and disabling depths of field, which basically allows us to enable or disable depths of field for individual cameras. And here you can also change the focus distance. It also depends on how far the focus is away from the camera. You can see if I put it closer to the camera even a higher value here leads to a strong depth of field effect as you can see. And there's another nice trick. Let's use the 3D cursor, place it here, hit shift A and add an empty. In order to rename an object without going over here, you can simply press F2 and let's call this camera focus. And as you can see, this is now over here. And let's select the camera once again. And also in the depths of field settings, you can set a focus object. So let's type in camera CA and choose camera focus. And now this focus cross is basically attached to this empty object. That means if I move this around, this will always stick to it. And the cool thing, if I now move the camera, you can see the camera now always focus on this area here, basically the car. Otherwise, we will immediately lose the focus. And later on, it's also way easier to animate this empty object to control the focus. You also can animate this value over here if you don't have this focus element, but it's much harder to control if you have a moving camera and later on animate this. But yeah, this will be part of a later video. I just wanted to mention this if you want to play around with the camera after watching this video already. Yeah. And one final note here. If you want to have a different focal length, you can go to lens and change it over here. So if you have a lower value, you can see we have a bigger field of view basically. And if we want to have a more zoomed in feel to the camera, we can increase this. For example, let's use 100 and then this also has this more cinematic epic look. So play around with these settings if you like. Yeah, in my case for the final scene I use this standard 50 millimeters.",
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"language": "en",
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"confidence": null,
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"duration": 419.22
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}
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