Now that the walls are
built, you will establish the camera angles and position. In the
film and electronic media industry, this is described as “camera
blocking.” This is an important step, as it defines what you need
to do afterward, and prevents unnecessary work (for example, creating
objects in locations that the camera will never see).
For this camera shot,
you will use a target camera that follows a path. A target camera
points toward a target object, which makes the camera's orientation
easy to control. The path helps create smooth and easy-to-control
motion for the camera.
Set up the scene:
- Continue from the previous lesson, or
go to the folder \scenes\interoperability\AutoCAD\ and
open the file wt_walls.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.
Create the target camera:
- Go to the Create panel. Turn on (Cameras). On the Object
Type rollout, click Target to turn it on.
Now you can create a target camera.
- In a viewport, click and drag to create
a camera with a target. Release the mouse, then right-click to finish
camera creation.
The position of the camera
and the target don't matter, as you will change these later.
- On the Name And Color rollout, change
the camera's name to CameraDen.
The walkthrough shows part of the den of the
house, not the entire house, which would take considerable time
to generate.
Zoom in to the area you will edit:
- Click the Point-Of-View (POV) viewport
label and choose Top (or press T).
The viewport changes to a top view, but it appears empty.
- Click (Zoom Extents).
Now you should see the floor plan and the camera.
Press F3 to
switch to Wireframe display mode, if necessary, and if the Top viewport
shows a grid, press G to
turn off grid display.
- Click (Zoom Region), and in the
viewport, drag a rectangle to zoom in closer on the area where the
hall approaches the den (the den is the room at the upper left of
the house).
Now you are ready to create the path.
Create the path:
- Go to the Create panel. Turn on (Shapes). On the Object
Type rollout, click the Line button to turn it on.
Now you are ready to create a polyline.
- On the Creation Method rollout, set both
the Initial Type and the Drag Type to Smooth.
- In the viewport, click to the right of
the room to begin creating a polyline (see the arrow in the illustration),
move to the left, and click as you move to set additional vertices.
After the fourth vertex, right-click to complete the line. It should
appear something like the following illustration.
Once you have created the curve, you can edit
it by selecting it, going to the Modify panel, and then clicking
Vertex to go to the Vertex sub-object level. Move individual vertices
until the line appears the way you want it, and then turn off Vertex.
- With the line still selected, use the
Name And Color rollout to change its name to CameraPath.
If you deselected the line, select it again, go to the Modify panel, and then use
the name field at the top of the panel to rename the line.
Elevate the path:
The path was created
at a height of zero. If you moved the camera along it, the camera
would be moving at ground level! You need to move the path upward.
- Cick the POV viewport label and choose
Left (or press L).
- Click (Zoom Extents).
- If the CameraPath spline
is not selected, press H to
display a Select From Scene dialog, and then select the CameraPath object.
- Right-click the viewport, and choose
Move from the quad menu.
- Drag the path upward along
the Y axis until it's a little over five feet high (watch the Y
coordinate display on the status bar while you're dragging the path).
- Click an empty part of the viewport to
deselect the path.
Attach the camera to the path:
- Click the viewport label and choose Top
(or press T).
- Click (Zoom Extents).
- Click the camera object
to select it.
- Choose Animation Constraints Path Constraint.
A rubber band line appears, leading from the
camera to the cursor location.
- Click the CameraPath spline.
3ds Max Design repositions the camera so it is located
on the path.
- Click (Play Animation) to view
the animation generated by the Path constraint.
The camera moves along the path. However, the
target, which is stationary, is not in the proper location. You
will fix this in the following procedure.
- Click (Stop Animation) to stop
playback.
Orient the camera:
- In viewports, the camera's target is
represented as a small cube. Click this cube to select it, and then
move it to a position inside the den.
As you move the target, the camera rotates to
remain aimed in the target's direction.
- Click the viewport label and choose Left
(or press L).
- If the walls and camera aren't visible,
click (Zoom Extents).
The target is still at ground level (Y=0), so
the camera is aimed at the floor.
- Move the target upward along
its Y axis until it is about the same height as the path.
Now both the camera and its target (point of
view) are at approximately human height.
Preview the animation:
- Click the Point-Of-View (POV) viewport
label and choose Cameras CameraDen
(or press C).
This view corresponds to what the camera sees.
If the view isn’t already shaded, press F3 to
display the view in shaded mode.
- Click (Play Animation) to preview
the walkthrough.
As the animation plays,
the camera moves into the room.
- Click (Stop) to stop playback.
Set the camera's field of view:
The room is fairly small.
Decreasing the camera's focal length and increasing its field of
view (FOV) lets the camera show more of the room.
- Press H to
display a Select Objects dialog, then choose the CameraDen object.
- Go to the Modify panel. On the Parameters
rollout, set the Lens value to 18.0 mm and
the FOV value to 90.0 degrees.
Now the camera viewport shows more of the house.
TipFOV values greater
than 90 degrees tend to give a distorted view of objects.
Save your work:
- Choose File Save As, and save the file as my_wt_camera.max.
If you want to do additional editing of the
camera position, move the path to which it is attached, or the vertices
of that path. You can't move the camera itself, because it is constrained
to this path. You can move the camera’s target,
if you want to.