Graphics Reference
In-Depth Information
rippling motion without using cloth, you might make a large grid subdivided into
1,000 quads. Your script would translate the second row of vertices by a certain
amount, then the third by twice that amount, the fourth by triple, and then the fi fth
by double, the sixth not at all, and then the sequence would restart. Scripts can be
used to fi nd errors in geometry, to fi x errors, to control animation, to add keyframes
to many objects at once. If you can describe what you want on paper, chances are
you can write a script that will do the job for you. For some actions, scripts are the
best way to get the job done because they can execute the commands more rapidly
than an animator can by using the interface.
13.4
Exercise: Alignment Illusion Part 8
Now that your model is built, textured, and lit, it is time to put some motion into the
scene. The fi rst thing you'll need is camera movement to get from the illusion view of
the scene to a broken illusion view that shows how the illusion was done. After this, you
will want to add secondary animation to add life to the scene. For instance, if you built
the escape-proof prison, you might want to animate the water or seagulls. You could also
animate the lighting to make it look like storm clouds are passing overhead.
13.4.1
Camera Path
Create two curves, one for the camera body to move along, the other for the
camera's aimpoint. It is important to have both of these represented or your camera
will be oriented the same way as it passes along the curve, without regard for what
it is supposed to be looking at. For your fi rst attempt at this, make simple uninfl ected
curves with the smallest number of points possible. The reason is that until you are
accustomed to how they work, it can be very diffi cult to control camera motion so
that you get what you want in the frame. Practice with simple curves fi rst, and then
work your way up to more complex curves if you need to.
Tip : Simple camera moves almost always look better than complicated ones. Do
not imagine that a more complex motion path is better because of the extra detail.
Usually, this is not true.
13.4.2
Attach Camera
After the motion paths are made, attach your camera to them. Use your illusion
render camera as the starting point for the camera path, and the aim point for the
same camera as the starting point for the aim path.
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