WEBVTT

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Welcome to a better camera control in this video.

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You use a different way of moving the camera.

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See this gives you better control over what the camera is pointing at combined with fly mode for good

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control and learn how to track a target.

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So let's go play with the camera and hop on over into a blender.

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So back over in blender here just a quick fly around my model real really quick just to let you know

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I've sorted out these ceiling pieces or at least solidify them for the moment.

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I work on them more later.

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I sorted out a whopping great big hole that was in this tower.

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And I did I don't think I actually move this place down here because it doesn't look like it's actually

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out of alignment.

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So I think that I've already moved and corrected that.

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The only place that I haven't sorted out yet is this hole over here because I'm going to make a specific

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roof to cover this area.

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I might try and make it out of those primitives that we've already made up and see how that works.

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But now more on about Cameron draw in fact what we're about to do not only applies to cameras but you

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can also use it to move other objects with other objects so it's universal in many ways.

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So first of all let's have a look at combining it with fly mode.

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So this is very straightforward.

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And of course very powerful.

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So we've already seen that we can get a particular view very quickly if this is the view that we have

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what we actually want.

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We can actually move the camera to that view points straight away without having to that going go and

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grab the camera and move it to the appropriate location.

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So we're all aware of going to the camera itself go into the properties and locking the camera to the

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view and then being able to move it around but we do have to be looking through the camera to do that.

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So we press 0 now we're now looking through it and we can reposition the camera like that.

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That's absolutely fine.

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We can move it in and out.

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But as you can see it's quite granular it skips quickly.

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So yes you can fiddle about with that for a while moving it here rotating it coming in etc. But eventually

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that's going to become quite tiresome.

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However if we combine this with the Flymo route we can move to a position that we want just simply by

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hitting shift and f.

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Now we can fly around and go to the new viewpoint that we want.

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We can look in through this window.

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Hello everybody.

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Where is the manequin areas.

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Okay so that's one way we can do it but we've already got a view set up over here so let's just hop

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out of there.

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Looks like I have moved my view unfortunately.

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So let's just sort this out hop back into flying mode real quick zoom back to where we were before to

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say we wanted this particular view and we didn't want to faff about with trying to get the camera into

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the right position.

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We can actually go to the View menu and go to a line view and there's got a series of options here so

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we can align view to active so we can look down up left right et cetera.

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But one of the very powerful ones in this are let go of control there a line active camera to the view.

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So we've got an active camera which is the main one and the one whose viewpoint we will see if we hit

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render But we can assign that or line the active camera to the view and we see let's control Oulton

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no pants zero if we want to do that and when we click that there we go.

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The camera automatically moves to this position.

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Now is a course useful to have multiple cameras in the scene.

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So you don't have to keep moving one but we'll leave that for a bit.

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Now another way that we can actually track something in the scene is either placing an empty or in this

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case I'm going to use my mannequin as an example.

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I can track that object through the scene and this is very very powerful and very useful.

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Now what we going to be doing is constraining the Cambers movement based upon certain parameters.

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So in this case we go to the constrained tab on the properties window and we're going to add an object

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constraint.

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And there are lots of constraints that we can do and we want under tracking.

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We want it to track to a particular object.

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And I'm going to select my mannequin here.

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0 0 I WANT THAT one.

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That's the one that's in the scene.

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Now this may look a bit odd at the moment and it.

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Well it will look a bit odd because we've not set up the tracking constraints properly.

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But typically if you want it to rotate around you're going to want these particular settings you're

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going to want it the miner said and why and then where ever we move.

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So that's two minors said and the UP IS WHY can be a bit confusing and we'll go through that in more

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detail in a moment.

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But basically now when we move our mannequin about the camera or automatically tracks.

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So if I lock him to the y axis the cameras stay still and tracks in moving down the church.

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In fact if I turn off snapping it would be a lot smoother.

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There we go.

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So there he goes down there and the camera is tracking him.

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That's very powerful.

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The other thing we can do here is move the camera itself.

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So if I go and pick up the camera and move the camera.

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So let's go to the camera.

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Here it is.

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And go ahead and move that.

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It's also constrained and looking at the object again whether that's the focal point that you want to

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use or anything else so I can pop the camera over here.

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And then if I go and grab this mannequin and move it outside there we go.

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Still following.

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No matter where we decide to put a mannequin.

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Very very powerful.

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Now let's have a look at the constraints themselves because we can get the viewpoint to follow in many

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different ways.

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And the easiest way of visualizing this is to actually track the object when it's in line with it.

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And then we can see what's going on.

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So I'm going to move the camera itself to my now are not on there.

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I'm going to move the camera to zero and zero which is by the entrance way for church.

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There we go we're looking at that and I'm just going to move the camera forward a little so it's a little

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bit closer.

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And then finally I'm also going to move the mannequin So the mannequin airs at X equals zero as well.

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So they're in line.

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Now let's move out of this view point itself.

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Lock camera two of you turn it off so we can ways around and see what's happening from above.

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There we go.

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So at the moment if we go to the camera itself and look at the constraints if we look into the X axis

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we see that it's now looking along the x axis and of course minus X axis looks the other way.

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So if we go and z looks backwards so that's good if you've got a an object moving forward and you want

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to track it from the other side rather So looking sort of a selfie if you will rather than a tracking

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camera following behind.

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So X looks along the x axis and that's very powerful if you imagine too if one viewpoint was being followed

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and perhaps tracking and trying to search for something here in my head an aircraft in flight if you

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were flying in formation and you wanted the other plane to control where the camera was going but keep

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them relatively close to one another you can do that and of course you can turn down the influence a

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little here to actually control that with a little more finesse So it's not so spot on.

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Now obviously when you move an object too far if the influence isn't one eventually it all disappear

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out of frame.

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So we can set here the up direction of the camera now it's quite confusing that up is why if we pick

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said we see it looks down which is the default position a camera would be if you imported it in to the

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scene.

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So because it's been rotated 90 degrees to look forward in this case we see.

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Whereas Z used to be up and down it's now in a completely different orientation in fact.

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Now why is up and down.

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Now we can experience with it locked to the two on x.

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If I go ahead and move this mannequin now.

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It will track it is if it was very much next to it so very useful in certain circumstances.

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Perhaps if you were controlling a different object rather than a camera it's quite important that the

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camera is actually focussed at the object we want.

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So in that case let's go to the camera again minor said and then no matter where these two are positioned

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whether the mannequins over here in the sky and the camera's over here it automatically tracks object

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which is incredibly powerful.

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And of course I've got a challenge for you guys.

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Now I would like you to set up some cameras set up multiple cameras so we don't have to keep moving

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just one introduce a place holder or an empty for a tracking camera much like I have got my mannequin

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and then render your building from a couple of different camera views and share.

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Remember we're mainly focussing on the interior.

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But if you've got a call exterior please share that as well.

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Now do remember that you need to set a particular camera as active in order to render from it.

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Suppose a video now and give that a go.

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Okay guys.

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Welcome back.

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I'm going to go and set up my cameras now so we don't have to keep moving them about all the time.

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Right some back over in blender.

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And the first thing I'm going to do.

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Well I don't need to do the tracking camera already set that one up and he's tracking the mannequin.

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I don't mind where that's positioned for the moment.

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Well I might actually move them into a bit more of an interesting position so let's look from the viewpoint.

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That's no good.

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This is perhaps it's an angel floating through the church.

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Who knows.

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Well let's try one.

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Looks a bit better.

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Looks like we're not set here his origin at his feet which is caused me a few problems.

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This is one of the reasons why you want to make sure that you have the origin in a logical place for

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using your model.

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So there's my mannequin Let's see what the view looks like at the moment.

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That isn't very interesting.

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So what I'm going to do is I'm going to move him around but lock him so down and go off the floor.

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And where shall I pop him.

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That might be an interesting render.

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I will set that I'll just get my camera and move it around just a little so I can see more of those

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rooms.

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I'd love to see how they're rendering out.

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Okay so that's one camera all sorted.

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I'm going to go ahead and just duplicate this particular camera and hop out of its view.

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And duplicate it of course it's already going to have some constraints on it.

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So I'm going to call this exterior.

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So I do want to just have a quick peek at my exterior as I'm working.

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I don't want it tracking to anything so I can remove that.

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I'm also going to create an empty at this point that's going to control all of four cameras or just

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store them in the hierarchy so plain axis.

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Do I care where it's placed.

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Not particularly at this point.

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I've opened up that's the empty here and of the call that cameras.

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It looks like I've managed to open up my entire hierarchy which may be a bit problematic but I'll just

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shut it back down.

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So I've got a camera here and let's call this one tracking camera.

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It's important I know what they are so that's lift that up and put that on the camera exterior.

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Let's put that on the camera and I want a another one and I'm going to just duplicate the exterior.

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Then where it is at the moment ungathered called it interior.

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And I'm going to leave it there with three separate cameras so let's make this the active camera.

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And of course what we can do here is go to the camera propertys.

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Here cameras active camera is numbered zero and then set the objects as the camera is control number

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had zero.

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So there we go.

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This is now v active camera.

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I'm going to set the interior one right back towards the entrance way and let's look at the view.

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I'm going to switch on what camera to view.

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That's looking pretty good in fact before I do that I'm just going to zoom in a little so I'm seeing

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what the cameras are seeing rather than a slightly zoomed out version.

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Let's lift the camera up ever so slightly.

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Let's make it look epic.

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By placing the camera a little bit lower and it's being framed by the door or the walls there so that's

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absolutely fine.

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So that's that camera set up the exterior one well it's not exterior at the moment.

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So again I'm going to use short Cahir controller nump had zero to switch around to it and I'm going

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to fly that one out.

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Now what I could do here for the exterior is certainly have a ground plane as well.

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So I'm going to add that in a few moments in fact I'm going to add it in now before I do anything else

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with this camera because if I start doing other things with the camera I might actually push it below

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this plane and that wouldn't be very good.

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So I'm just going to scale that up massively and then move it's like the in the wide net.

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That just gives me a bit of a ground play and I'm going to set it slightly below the surface as well.

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It turns out that that is roughly 100 by 100 something the type that in and it looks like I'm going

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to have to look down a little.

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Yes I'm going to have to move it slightly below the surface.

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Let's go up to the actual position that always helps of minus point one.

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Okay so that's in the right place there so let's go back to this exterior camera.

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In fact we can just look from its viewpoint and lock the camera at a view of as she fills up the.

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The lens quite nicely.

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But I want to look down on ever so slightly don't need to be back here a little wider angle.

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I want to have a slightly wider angle someone to go to the camera properties and change the focal length

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here down to let's say 24 then I should be able to fit more of the ground and more of the church.

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I'm going to go slightly wider again.

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Going to go for 18.

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Of course you do risk stretching and distorting the image.

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But if you want to fit the whole thing in that might be what we need to do.

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Of course now I'm going to render these out and see what they're looking like.

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Hope yours are looking pretty good.

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Here are mine on the screen right now.

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I hope you've shared your work in the discussions.

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And of course I will see you guys in the next lecture.
