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View Full Version : Trying to do a potentially tricky camera move idea in LW



TheDynamo
04-20-2010, 02:47 PM
Is there a way I can just have an object (in this case, a 2D plane with a texture map on it) align only the heading to the camera while aligning the pitch to a null at the center of a globe?

For example I'm able to target the camera but it forces me to keyframe the pitch information in relation to the camera as it moves around. Think of cities popping up over a globe, each one facing the camera as it moves through. The pitch however wants to target the camera and although it adds an interesting organic movement, it's not what I'm after. Anyone?

Thanks for taking the time to read this.

-Rob

cresshead
04-20-2010, 02:58 PM
a pik/sketch/diagram may help us understand it abit better

TheDynamo
04-20-2010, 03:02 PM
I can do one better. Here's a test render.

-Rob

Titus
04-20-2010, 03:13 PM
Using simple expressions:

http://www.ideepix.nl/ARIL/3D/lightwave/index.php?show=28

MentalFish
04-20-2010, 03:19 PM
you can also create a laying plane like the one I have attached, set Target Item to the null, and Pole Item to the camera.

TheDynamo
04-20-2010, 03:24 PM
Hmm, I know expressions in After Effects but I'm unfamiliar with it in LW or how to implement them there. I'll have to save that one for later ;)

I'll try MentalFish's idea first since it's just a simple repositioning of the 2 planes on the source model. Thanks guys

-Rob

SplineGod
04-20-2010, 04:27 PM
Its also possible to map the image on HV sprites that are attached to nulls/points. The size can be controlled with a texture/gradient and sprites always face the camera. :)

Titus
04-20-2010, 05:05 PM
There's an Align to node at the DP kit:
http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html

TheDynamo
04-21-2010, 11:56 AM
The challenge continues. Upon further experimentation when going to a much further away city the curvature of the "Earth" obscures the previous city. I'm trying a little UV mapping on a squished hemisphere to give the illusion of the horizon. I wonder how to set up an expression that keeps the camera at a set distance from the surface of a mesh. For now it's the almighty keyframe that dictates that.

Then the client drops the bomb that they changed their mind and want an HD project they can center cut for SD. I'm glad this is in pre-vis stage since now I have to build a much higher resolution texture and bump map and we're still in the beginnings.

-Rob