WEBVTT

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Welcome to setting up the camera in this video you will understand that the can review is for our animation

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rendering as well as our normal rendering that we do.

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We're going to set up the camera.

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Ready for the animation and also and make the camera.

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So let's hop straight on over into blender.

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Okay so we have our animated lamp that's jumping about here.

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But of course the way that we're currently viewing it the view that we've currently got is nothing to

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do with the rendering.

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If we go over here and click render image we will see what actually is going on.

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Okay.

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So before we go any further there's something really weird going on with this space here.

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This is not the view we want for our animation but this is neither the base that we want here so let's

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go and troubleshoot this really quickly.

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Now it looks like geometry is going over the top of one another yet in the 3D view.

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When we render or set the viewport shading to rendered we don't get that issue so something that's turned

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on in rendered mode is not turned on in our view mode.

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I'm guessing actually looking at the outline here I'm guessing it's probably these two curves are still

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rendering we can see here they've got still cameras on them.

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So these are the base curves that we had before we turned those two off and just render our image again

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perfect.

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That artefact has gone so a good point.

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Just to highlight here that before we go an animator anything and do 120 different renders.

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Let's just make sure one of them comes out right first.

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And I'm happy with that.

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But I'm not happy with how it looks.

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So we need to move our camera sets hop straight back to the 3D view.

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Okay.

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And let's turn on some of the other lighting that's going to be going on here so we're missing the plane

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at the back so let's turn that plane on right and hop around to where the camera is so view camera or

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no pad ziran and this is what the camera can currently see.

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You will not all that the carrot and carrot and say I'm not going to need to zoom out a little.

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They go that's what the camera is Curry currently seeing inside that border.

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Now that's not an inspiring view.

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We want to move the camera around and the camera is just like any other object.

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First of all in the outline and we need to check that it is actually visible in our scene.

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We can see that it is not.

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And if we try and select the camera and do anything with it try and move it well we can move it up here

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in the transform pane that's absolutely fine.

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But if we try use G and move it with out it being selected as visible it won't do anything.

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Depends which tools you want to use our We've got key framing still turned on notes as this is all gone

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yellow.

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Now we may in fact want to key frame it anyway so let's move it around to its starting position.

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So I'm definitely going to want to rotate.

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It's not like four that's around it's own z axis maybe about there now this plane that submitting light

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for us is likely to end up being in my shot if we leave it like this and we don't want that.

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If we go file file we go render render image.

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Well let's see as that comes out yes.

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That plane is going to be in our render.

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And we don't think we can just turn it off in the render because there will lose the light from it.

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Let's just try that and go and click on render as it comes out you see the scenes much darker so we

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cant just hide it from our friends because it needs to physically be there in order to admit light to

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make our lamp shine so were going to have to move the camera ever so slightly closer on a hot straight

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back round to the 3D view and we were going to use these transform here's just adjust our view of slightly.

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I do actually want to be a bit closer to the lamp so there's fire.

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I'm just going to grab the camera and move it there and let's hop into non rendered just solid view

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and just play our animation and see how that looks OK.

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That's looking good.

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We can see here that the animation it's slipping back ever so slightly before we go.

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So let's just go to this part here and then.

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Well we don't want the camera following us so we just need to shift it back slightly on that key frame

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there since I am going to annamay this.

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I can just move it back ever so slightly like that.

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Let's see how that looks now as we shift through yet that's still in frame.

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And it's actually still in frame as it jumps at the top so let's see if we can zoom in a little closer

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so let's change the work.

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Is it going to be Z goes up and down so I'm going to have to move it down slightly and then move it

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closer to the camera.

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And probably this way as well.

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Now I need to rotate it so let's rotate round a little this way.

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I don't need to do it that way and I will have to look up slightly because I'm going to lower the camera

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down here and pull it back here.

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There's lots of adjustments you can do here.

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This There's no right or wrong for doing this I'm just setting it up how things can look quite good.

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On the final render.

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And that's going to go out of shot.

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But that's fine because we can adjust and keep framing some new camera positions.

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As we go forward and obviously that's going to fly off the end of our scene they're brilliant.

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So we've got the first stage we got the first key frame all set up.

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We've got our starting position for the camera all set up.

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We'll just do a quick render again to make sure it's coming out how we want it to be perfect.

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That's great.

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If this render here is taking a very long time remember in the rendered options there are some settings

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that you'll need to do.

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And if I scroll down 64 by 64 well for a start I know that 16 by 16 is going to be slightly quicker.

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Now this is not going to be a fair test.

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We got two minutes twenty six if I render again like this is probably going to be very close to it.

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So you can longer track.

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But it's too close to call at those low levels anyway.

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So the other thing of course is scrolling up the samples.

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Here we've got the render sample set to 10.

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Now I suggest you do leave it down low at the moment.

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If you increase that massively and find there's a problem like we have that base problem if I hadn't

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rendered it there and missed that.

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Again being lean make sure you render it quickly.

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Well we're about to render 120 So 120 times three seconds is several minutes of waiting.

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However if we set that renova samples to one just for a test render and then hit there we can see it's

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very grainy but it's done very quickly and we go ahead and render out an animation like that which I

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don't want you to do just yet because it's not going to come out how we want it because we haven't set

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it up for exporting like that yet.

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We're just dealing with the camera.

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It will render very quickly anyway.

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And of course once you've got the animation right you can turn these rendering samples up as high as

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you'd like depending on how long you have to wait.

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The higher that is the better the image quality is going to be until you get diminishing returns.

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But anyway I've got a challenge for you guys.

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I would like you to set up an animate the camera to set up the camera so our lamp is in view the entire

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time alamy the camera to keep our lampin view as its jumping about and then have fun try different angles

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see what you come up with.

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I'd love to see your animations as well but we're not quite ready to export the animations.

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Hold on and we'll deal with that in the next lecture.

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But for now pause a video now and set up an animation that camera.

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Okay guys.

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Welcome back.

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Let's hop back on over into blender.

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OK so I need to hop straight on to my 3-d view once more.

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Now that we're here the camera needs to really be rotated upwards so we can see it's now at the lamp's

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highest point which is around there.

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I'm going to move the camera up.

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I actually I'm going to look up.

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So going to move the camera along so it's kind of following.

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And let's see if I rotate.

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I think it's X yet to look up.

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And I can even move the camera in ever so slightly.

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Brilliant.

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So let's just see how that looks.

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So the camera should follow us here.

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Now the base goes slightly out of shots.

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But am I happy with that.

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Yeah that's fine.

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And as it goes down to land obviously it's nowhere near our lamp and I would like to be looking back

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I've decided I want to look back on our lamp.

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So before it lands so I can see it lands about there before it lands I want my camera already in position

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so it's going to be around here that the camera needs to be there so I need to rotate it round to look

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down on our scene.

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And this is the X cordon I believe that's college towns let's move this in.

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And the camera down.

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So let's see how that looks as it swings around because the other thing we need to bear in mind is if

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we're animating the camera does it make sense.

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So look there.

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And then the Cambers being pulled round.

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Now I'd actually like it's had me looking down on the scene at this point.

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Part of the point of having this lamp is that it's shining a light on the floor.

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So at this point here we come to here.

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I want to be looking down silhouettes rotate the camera pull it down here and then lift it back up.

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So how does that feel as we pan across go across here.

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And then we go out for a wider shot.

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Perfect.

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So the final thing that I would do here's our just pull this camera perhaps a little bit further down

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even rotate it round rotate just a little bit more.

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That's a bit too much because I want to see the spots that this is doing.

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So let's just run through that from here.

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So comes around and.

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Pans out.

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Perfect.

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Excellent.

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How did you guys get on.

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And shortly you'll be here to share your animations with the rest of us.

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Take care.

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See you in the next lecture.
