WEBVTT

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Hello everybody and welcome back.

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In this lecture we're going to focus on the camera position in our scene.

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Now you may already have the camera pointing directly at the object and all you need to do is render

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out.

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But as we can see here there are a couple of issues.

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It's firstly badly lit and secondly it's not even in frame we can't really work out what it is.

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So there's a couple of things that we need to do first with the camera to make sure that we can render

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something out successfully.

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Let's go have a look now and hop on over to the camera settings in Blender.

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Hello everybody and welcome back.

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Right.

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Let's get rid of our cube and press the X key and delete it.

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I'm going to add in Suzanne Suzanne the monkey because we need to make sure that we've got a direction

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to our objects just to demonstrate that we are in fact moving around it.

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Okay so now that we've done that let's have a look through our camera.

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How do we do that.

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Well we can go to the View menu cameras active camera or no pad zero.

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Now at this particular point you may say Yeah that's absolutely fine.

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But look how little Suzanne is taking up of our frame.

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You can see here that when we're in camera mode you can zoom in and out.

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But the framing does not change at all.

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So how do we change that.

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Well there are a couple of ways of doing it.

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If we go to our outline and left click on camera we will select the camera.

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You can see the camera now has an orange border.

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This means we can go ahead and even transform its location or indeed we can open up the properties panel

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of the 3D view and change its location X will move it along the x axis y along the y and of course Z

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on the z axis.

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Now when it comes to X Y and Z with rotation it can be a bit more confusing because you think well that's

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not rotating the way I thought it was going to.

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And that's because it's just pointing a different way.

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If we scroll down this what we can also do is lock the camera to view which means that as we move the

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view around the camera moves along with it.

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I do not like this personally and I don't use it a lot of people love it but I don't because I always

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forgets to until kids and I go and rotates around my view expecting to come out of camera mode and I

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end up moving the camera and sometimes it can be a real pain because you've set up the camera deliberately

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in this in a very very special position let's say we're here and we move it's along the y axis it gets

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closer oh let's make sure it fit for right.

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Once he gets his hand there we move it round we go yeah that's perfect and then I go and think oh I

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need to do something else in the same boom and I've ruined it and you can't just do undo all the time

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and get back to where you were before we can see it's taken us back to some point but not exactly where

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we were however my favorite way of navigating around in blender in general and especially with the camera

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is going to first person mode now you can do that was shift and the character next to the one on your

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keyboard if you don't have access to that and they won't come up on my screen capture my keys you can

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go to the view menu and go to navigation and I'm gonna have to scroll down a little there's walk navigation

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there if you want to set it's your own shortcut key you can right click and the sign a shortcut I'm

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not going to do that at the moment or you can add it to your quick favorites which is probably a better

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idea I am going to add it to my quick favorites and we'll get to those quick favorites later on so I'm

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gonna go shift in the number next to the also the key next to the one key and now I can move around

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as if I was in a first person shooter so I can press WD go forward as to go backwards a indeed strafe

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Q and E to go up and down as really quick at the moment I'm going to use the scroll wheel to calm it

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down a little there you go this is a very easy way to manipulate are seen to get it looking exactly

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how we want it to.

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There are a series of other options whilst in first person mode and you'll notice at the very bottom

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of the screen there are some shortcut keys that show so you can press the space bar to zoom into a certain

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area of your model very useful you can turn gravity on and off as well which is always an interesting

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one I'm looking to do at the moment cause all I will do is fall because there's no ground underneath

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but it does give you the ability to walk around buildings if you do that which is quite cool I'm happy

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with that view of Suzanne and now if I go ahead and press F 12 to render we notice that we've got her

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looking pretty swell and not cut off now before we move onto a challenge you can also go into the camera

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view by just clicking this camera icon at the top right the 3D window I sometimes forget that's there

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because it's brand new but that's another way of getting in if all of these controls have said this

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before are brilliant if you're on a laptop because you don't always have the control that you do when

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you're at a full desktop with a full blown mouse with a scroll wheel and a full size keyboard.

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Okay now it's time for your challenge.

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Okay so your challenge I'd like you to go ahead and position the camera so that it frames your model

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or scene.

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Well now don't worry about getting absolutely perfect at this stage just make sure you can see what

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you want to see of your model.

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Secondly feel free to alter your model or your scene.

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If they aren't quite right yet I know that I'm gonna go ahead and alter my scene and make the ground

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plane a bit larger.

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But if you do spot something with your new framing of course go ahead and alter it.

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And finally remember you can move it again later so we're not setting a final position here.

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We're just setting it up ready for our first render.

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So go ahead.

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Pulls a video and give that a go.

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Okay everybody Welcome back.

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Let's go and hop on over into blender and sets up our camera okay everybody welcome back.

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Right.

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The first thing I'm going to do is go ahead and open up my file.

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I want to work with.

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Okay so now that that's there I'm going to press the zero key to see what we can see go into first person

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mode.

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And I'm going to come around this side probably a little lower down can make it look a bit wider and

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position position over here that's looking pretty good so far.

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I'm liking that now.

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The ground itself I wanted to go out of frame so I'm literally just going to scale it up.

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Instead it forms horizon in the distance.

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That's absolutely fine.

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In this case now I can think about carefully where I position the camera in relation to the horizon

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because that does change things slightly because obviously of the horizons there.

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That gives a completely different look to it than if it's up here.

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In fact this is a great way of testing a view for a game if you think about it if you've got the viewport

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sets up well is it a top down game like this.

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Is this the scale of your model.

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If it is you probably wasted your time with all the detail that you can't see.

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However in this case I'm going to fly back round vote.

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Make sure you're in the camera mode when you start flying.

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Otherwise you're just literally flying around the screen.

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Okay.

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I was trying to use a shortcut there from an old version of blender but there we go on the sets top

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like that.

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I think that's a relatively good framing of my model.

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It sets up on one side we can see the detail underneath the detail on top.

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I quite like that.

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I hope you've managed to frame your subject really well and in the next lecture we'll learn how to light

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our subjects.

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Just a basic three point light setup and I'll see you in the next one.
