Hey Hayasidist,
No actually I have not tried using the 3d stuff in AS for this kind of thing, yet. To be honest, I didn't even think about it because I was planning on drawing my backgrounds separately and importing them. So that's worth a shot! If you do that, let me know how it turns out, and if I get to it first, I'll do the same =)
Cinematography in 2D animation
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- hayasidist
- Posts: 3850
- Joined: Wed Feb 16, 2011 8:12 pm
- Location: Kent, England
Hi, maybe better in a separate topic .. but here's my first experiment (ASP7)
http://www.youtube.com/watch?v=syX1DYzk5KY
my personal learning points:
if you want soft edge for a shape that's a long way off - clear the "scale compensation" check box in layer props
layer stacking order is not necessarily the same as sort by z position
choosing the right z value is critical. and is related to the size of objects that have been rotated about x or y axis - and is hard to get the z coord of an "edge" of (say) the grass from tut 5.8 when you've done the rotate about x.
linked to this - choosing the correct layer origin is critical.
In this experiment, seems ok for PTZ and tracking at a given level, but have not managed (yet) to do the crane shot properly (I've messed up on y coordinates for the tree ...)
http://www.youtube.com/watch?v=syX1DYzk5KY
my personal learning points:
if you want soft edge for a shape that's a long way off - clear the "scale compensation" check box in layer props
layer stacking order is not necessarily the same as sort by z position
choosing the right z value is critical. and is related to the size of objects that have been rotated about x or y axis - and is hard to get the z coord of an "edge" of (say) the grass from tut 5.8 when you've done the rotate about x.
linked to this - choosing the correct layer origin is critical.
In this experiment, seems ok for PTZ and tracking at a given level, but have not managed (yet) to do the crane shot properly (I've messed up on y coordinates for the tree ...)
- hayasidist
- Posts: 3850
- Joined: Wed Feb 16, 2011 8:12 pm
- Location: Kent, England
in the vid posted the tree is actually floating off the ground.. not noticeable from the given cam angles... just needed to "plant" it ( = adjust its y coord) and all was ok... (not uploaded that yet)
well - that's simplistic.. I'll maybe need to do the same to the tree as to the sky; and maybe enhance the sky too. right now the "sky" is a big box with rectangles in the x,y plane at (ish) z=50, z=-50 and then two more at x=50 and x=-50 rotated 90 degs around the y axis (i.e. in y,z plane); cam looks at the inside of that (soft edges for the "join"). I tried to make a cylinder using 3d layer with "the ground" on the inside, but failed.. might try again...
tree (and buildings ...) might mean the same "box" (FE array) idea but such that cam will look at the outside of a shape made up of ... duh ... tesselating polygons... yeah - probably not orthogonal squares...
obviously for less than 360 deg * 180 deg views won't need to add "unseen" faces / items of scenery ..
However ... it's usually at this point that someone who knows a better way says "why don't you use Poser..." <ahem> Anyone???
well - that's simplistic.. I'll maybe need to do the same to the tree as to the sky; and maybe enhance the sky too. right now the "sky" is a big box with rectangles in the x,y plane at (ish) z=50, z=-50 and then two more at x=50 and x=-50 rotated 90 degs around the y axis (i.e. in y,z plane); cam looks at the inside of that (soft edges for the "join"). I tried to make a cylinder using 3d layer with "the ground" on the inside, but failed.. might try again...
tree (and buildings ...) might mean the same "box" (FE array) idea but such that cam will look at the outside of a shape made up of ... duh ... tesselating polygons... yeah - probably not orthogonal squares...
obviously for less than 360 deg * 180 deg views won't need to add "unseen" faces / items of scenery ..
However ... it's usually at this point that someone who knows a better way says "why don't you use Poser..." <ahem> Anyone???