In this lesson, you'll
use the Walkthrough Assistant to animate a camera, simulating a
walk or run along the Great Wall of China. The scene contains a
camera path ready for constraining the camera, but you will first
need to create a sufficient number of frames to hold your animation.
Set up this lesson:
- On the Quick Access toolbar, click (Open File) and from the \animation\walkthrough_asst folder, open great_wall_start.max.
NoteIf a dialog asks
whether you want to use the scene’s Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene’s units, accept the scene units, and click OK.
Calculate the number of frames:
- In the right viewport, select the blue
spline that represents the camera path. Alternatively, press H to open the Select From Scene
dialog, and double-click Camera Path.
- On the Utility panel, click the
Measure tool.
This tool reports the
length of the camera path is roughly 900 feet.
NoteFor a comfortable
walking pace, which is useful in architectural walkthroughs, you'll
need about a second for every 3 feet of distance. For a jog or a
fast run, you can go as far as 9 feet for a second. In NTSC format, that
translates into 30 frames for every 9 feet of distance traveled,
or 3000 frames for 900 feet.
- Click (Time Configuration), next
to the Current Frame Field).
- In the Animation group in the Time Configuration
dialog, change Start Time to 1. Change End
Time to 3000 to increase the number for
frames in the animation, and then click OK.
This will provide sufficient
frames for your walkthrough animation.
The time slider frame
indicator now displays 3000 frames.
Creating a basic setup using Walkthrough
Assistant:
- From the Animation menu, choose Walkthrough
Assistant.
A modeless dialog displays.
- In the Camera Creation group in the Main
Controls rollout, ensure the Free Camera option is chosen, and then
click Create New Camera.
A new camera is created
in the scene. The camera name, Walkthrough_Cam01, displays
in the Cameras group.
- In the Path Control group, click Pick
Path and then in the Right viewport, click the blue spline named Camera Path.
The Pick Path button
label changes to reflect the name of the selected spline. This constrains
the Camera Position to the path. It also aligns it to follow the
direction of the path.
NoteBy default, the camera
will travel at a constant speed and will always point in the direction
of travel. This is shown in the Advanced Controls rollout at the
bottom of the dialog where both these options are enabled.
- Right-click the lower-right Perspective
viewport to activate it. In the Main Controls rollout, click the
Set Viewport To Camera button to switch the viewport to the Camera
view.
- Click (Play Animation) to view
the results in the Camera view.
The camera travels along
the path but the motion seems unnatural, almost robotic. This is
because the aim or target of the camera is controlled by the path
constraint. It is far better to control the target manually, and
choose the direction you want to look at any given time. As an analogy,
as you walk in a straight line down a museum hallway, you would turn
your head to look at the paintings on the wall instead of keeping
your head pointed in the direction of your feet as you walk.
Save your work: