Simul8 Tutorial: 3 node camera animation in carts¶
▶ Simul8 Tutorial: 3 node camera animation in carts — Watch on YouTube
hi my name is simona and i am 3d hi my name is simona and i am 3d supervisor at mark roberts motion supervisor at mark roberts motion supervisor at mark roberts motion control in the simulated tutorial i will control in the simulated tutorial i will control in the simulated tutorial i will show you how to export a camera movement show you how to export a camera movement show you how to export a camera movement in cards in cards in cards from maya to then input into flare from maya to then input into flare from maya to then input into flare and and and play from there play from there play from there so so so let's import a ball rig and from the version and from the version one 1.14 one 1.14 one 1.14 of of of simulate simulate simulate um um um there is a save remove safeguards there is a save remove safeguards there is a save remove safeguards options that will allow you to export options that will allow you to export options that will allow you to export a camera a camera a camera in cartesian's value to then import into in cartesian's value to then import into in cartesian's value to then import into flair flair flair the camera will be the camera will be the camera will be three a three notes camera three a three notes camera three a three notes camera and to better understand what a three and to better understand what a three and to better understand what a three note camera means i will create a camera aim and up in a camera aim and up in maya maya maya so the thing that we'll notice is that so the thing that we'll notice is that so the thing that we'll notice is that the three nodes actually correspond to the three nodes actually correspond to the three nodes actually correspond to the position the position the position of the camera of the camera of the camera let's make this a bit smaller let's make this a bit smaller let's make this a bit smaller that's it and the aim that's it and the aim that's it and the aim and the up and the up and the up vector which vector which vector which will will will basically tweak basically tweak basically tweak the row the row the row of the camera so the position of this of the camera so the position of this of the camera so the position of this vector will indicate to the camera vector will indicate to the camera vector will indicate to the camera the direction the direction the direction to row towards two to row towards two to row towards two so three notes camera position aim which will aim which will basically change the pan and basically change the pan and basically change the pan and the tilt of the camera the tilt of the camera the tilt of the camera and up and up and up which which which will change the row i'll delete this you won't need i'll delete this you won't need a three notes camera in maya in order to a three notes camera in maya in order to a three notes camera in maya in order to export a three notes camera to flare export a three notes camera to flare export a three notes camera to flare all that you need is to have the all that you need is to have the all that you need is to have the remover remover remover node animated node animated node animated or constrained to a camera and simulate or constrained to a camera and simulate or constrained to a camera and simulate will automatically convert the position will automatically convert the position will automatically convert the position and direction and direction and direction of of of the remover node the remover node the remover node in order to export correctly the values in order to export correctly the values in order to export correctly the values to flare to flare to flare so so so just for simplicity's sake let's simplicity's sake let's animate a onenote camera excuse me excuse me let's more kappa very quick animation on more kappa very quick animation on the that would be the x-axis so so just the next translation in time just the next translation in time just the next translation in time let's let's let's parent constraint remover node to the parent constraint remover node to the parent constraint remover node to the camera camera camera that's out of range at the moment but that's out of range at the moment but that's out of range at the moment but that's fine we will that's fine we will that's fine we will get get get the track closer to reach it better and the track closer to reach it better and the track closer to reach it better and i want a top mount 24 offset on the x-axis and 24 offset on the x-axis and 15 15 15 centimeters offset centimeters offset centimeters offset oh that's the wrong one oh that's the wrong one oh that's the wrong one that would be the y for another offset for another offset um um um i like to have the arm flipped okay so okay so it goes through the base so what it it goes through the base so what it it goes through the base so what it needs to do it's to animate the base as needs to do it's to animate the base as needs to do it's to animate the base as well to accommodate for these camera well to accommodate for these camera well to accommodate for these camera movements so movements so movements so um um um let's keep the track here let's keep the track here let's keep the track here there and then and that looks all right and that looks all right um um um so by default you've always selecting so by default you've always selecting so by default you've always selecting like the uh like the uh like the uh save axis values workflow if i was save axis values workflow if i was save axis values workflow if i was selected the bot rake selected the bot rake selected the bot rake route node and then route node and then route node and then save rig move and save cards i will call these cards i will call these cards frame by frame so simulate would so simulate would bake bake bake out or export a move frame by frame so out or export a move frame by frame so out or export a move frame by frame so if i was to open if i was to open if i was to open now just to check what's now just to check what's now just to check what's going into the move that i've saved going into the move that i've saved going into the move that i've saved i would notice that i would notice that i would notice that not only i have not only i have not only i have a frame by frame a frame by frame a frame by frame move move move with with with the cards the cards the cards index and the card's data but also truck index and the card's data but also truck index and the card's data but also truck extending angle the master axes extending angle the master axes extending angle the master axes and the slave axes and the slave axes and the slave axes so that i can so that i can so that i can if i want to import them as well later if i want to import them as well later if i want to import them as well later on in flare on in flare on in flare right right right the nice thing about simulators as well the nice thing about simulators as well the nice thing about simulators as well if i was for example selecting selecting the camera the camera the camera on top of the on top of the on top of the rig rig rig root node root node root node and and and the rig mover node the rig mover node the rig mover node it would it would it would simulate would automatically go through simulate would automatically go through simulate would automatically go through the graph editor or the animations the graph editor or the animations the graph editor or the animations that that that i have i have i have created in each node created in each node created in each node and and and export only the frames at those export only the frames at those export only the frames at those animations so effectively kind of like animations so effectively kind of like animations so effectively kind of like decimating the data for us or just decimating the data for us or just decimating the data for us or just exporting the most important frames exporting the most important frames exporting the most important frames which are the frames that we i which are the frames that we i which are the frames that we i keyframed so let's do that so i've got keyframed so let's do that so i've got keyframed so let's do that so i've got selected the root node which is selected the root node which is selected the root node which is important because it tells him it helps important because it tells him it helps important because it tells him it helps simulate what rig i want to export to simulate what rig i want to export to simulate what rig i want to export to and i've also selected and i've also selected and i've also selected the two nodes that i want to simulate to the two nodes that i want to simulate to the two nodes that i want to simulate to check on the keyframes for check on the keyframes for check on the keyframes for sparse export sparse export sparse export of the data so of the data so of the data so save cards again save cards again save cards again and this time i call it and this time i call it and this time i call it sparse frames sparse frames sparse frames sf and save let's check it out let's check it out only two frames a thousand and one and only two frames a thousand and one and only two frames a thousand and one and eleven hundred and that is because eleven hundred and that is because eleven hundred and that is because i've got two keyframes this would be the track this would be the track hint hint hint it's the animation that moves the track it's the animation that moves the track it's the animation that moves the track and and and this would be the camera animation on this would be the camera animation on this would be the camera animation on the x-axis and they are both at frame the x-axis and they are both at frame the x-axis and they are both at frame 1001 and 1001 and 1001 and 1100 and that is the reason why i've 1100 and that is the reason why i've 1100 and that is the reason why i've just got two lines just got two lines just got two lines of data inside my exported move of data inside my exported move of data inside my exported move i'm just going to quickly show you i'm just going to quickly show you i'm just going to quickly show you what would happen if for example what would happen if for example what would happen if for example the camera was offset in time related to the camera was offset in time related to the camera was offset in time related to the animation of the bass so the animation of the bass so the animation of the bass so let's move this to let's move this to let's move this to 110 110 110 so that the camera is actually starting so that the camera is actually starting so that the camera is actually starting moving after the base moving after the base moving after the base the rig base and the rig base and the rig base and it's going to it's going to it's going to end moving before end moving before end moving before also so also so also so if i was looking at if i was looking at if i was looking at both the animation i would notice that both the animation i would notice that both the animation i would notice that my bass starts at 1001 my camera starts my bass starts at 1001 my camera starts my bass starts at 1001 my camera starts 1010 1010 1010 and so and so and so it finishes 10 it finishes 10 it finishes 10 10 10 90 the camera and the bass at 1100 10 10 90 the camera and the bass at 1100 10 10 90 the camera and the bass at 1100 so same rig so same rig so same rig remover node remover node remover node that is where my that is where my that is where my truck truck truck or base of the rig is animated and or base of the rig is animated and or base of the rig is animated and camera node and then export it again in camera node and then export it again in camera node and then export it again in cart so now as you can see i've got four so now as you can see i've got four lines and that is because the camera is lines and that is because the camera is lines and that is because the camera is actually keyframed at 10 10 and 1090 actually keyframed at 10 10 and 1090 actually keyframed at 10 10 and 1090 whereas the base is keyframe at 10 1 whereas the base is keyframe at 10 1 whereas the base is keyframe at 10 1 and 1100 right let's import these two moves in right let's import these two moves in our flare our flare our flare and the first thing to do in order to have a the first thing to do in order to have a good cards that is basically very close good cards that is basically very close good cards that is basically very close to our export from maya to our export from maya to our export from maya a good card move is to set up the lens a good card move is to set up the lens a good card move is to set up the lens properly so properly so properly so in the lens setup in the lens setup in the lens setup i will have to i will have to i will have to calibrate the offset properly or calibrate the offset properly or calibrate the offset properly or actually have it the same as our maya actually have it the same as our maya actually have it the same as our maya or simulate settings or simulate settings or simulate settings and if you remember if you remember in and if you remember if you remember in and if you remember if you remember in my settings i have a my settings i have a my settings i have a minus 24 and a minus 15 minus 24 and a minus 15 minus 24 and a minus 15 that that that effectively translate into effectively translate into effectively translate into 24 centimeters offset vertically 24 centimeters offset vertically 24 centimeters offset vertically and and and uh uh uh 15 15 15 offsets in z offsets in z offsets in z horizontally so i'll apply this and then horizontally so i'll apply this and then horizontally so i'll apply this and then access and in the cgi imports window access and in the cgi imports window access and in the cgi imports window i will select i will select i will select i will import the frame by frame move i will import the frame by frame move i will import the frame by frame move first by default the cgi import window has by default the cgi import window has master access on blank i'll import it master access on blank i'll import it master access on blank i'll import it like that at the moment to show you like that at the moment to show you like that at the moment to show you what's the difference okay okay and uh as you can see i've got all the and uh as you can see i've got all the and uh as you can see i've got all the frames here let's check out what the rig model view let's check out what the rig model view does does does so so so the the the nodal offset looks the same he's then nodal offset looks the same he's then nodal offset looks the same he's then he's another opposite of the lens and he's another opposite of the lens and he's another opposite of the lens and so it's back 15 centimeters and it's so it's back 15 centimeters and it's so it's back 15 centimeters and it's below the two axis 24. below the two axis 24. below the two axis 24. and as you can see i've got like the and as you can see i've got like the and as you can see i've got like the green keyframes blue keyframes and red curry keyframes blue keyframes and red curry frames that's in frames that's in frames that's in relation to relation to relation to the note the three camera node are the the note the three camera node are the the note the three camera node are the green is the up green is the up green is the up vector position and then vector position and then vector position and then the blue is the camera the blue is the camera the blue is the camera translation position and the red is the translation position and the red is the translation position and the red is the aim aim aim the camera aim the camera aim the camera aim position in xyz position in xyz position in xyz so this is the movement but as you can so this is the movement but as you can so this is the movement but as you can see the bass is not moving see the bass is not moving see the bass is not moving the reason being is that i didn't import the reason being is that i didn't import the reason being is that i didn't import the positions while i was importing the the positions while i was importing the the positions while i was importing the whole move whole move whole move so i'll delete the job i'm gonna create a i'll delete the job i'm gonna create a new one and i'll new one and i'll new one and i'll import again but this time under master import again but this time under master import again but this time under master axes i will set file positions axes i will set file positions axes i will set file positions and import so as you can see now on the track i've so as you can see now on the track i've got got got a frame by frame value data of a frame by frame value data of a frame by frame value data of the track position i can open i can open the fpf the fpf the fpf and quickly check that the data is the and quickly check that the data is the and quickly check that the data is the same 50 50 4996 1496 and so on same 50 50 4996 1496 and so on same 50 50 4996 1496 and so on so so so [Music] [Music] [Music] let's see if in the rig view like what we had in maya and yeah that's like what we had in maya and yeah that's pretty much the same pretty much the same pretty much the same movement obviously this would be a quite obviously this would be a quite difficult move to change then because difficult move to change then because difficult move to change then because we have from 1001 to we have from 1001 to we have from 1001 to 1100 frames and different positions to 1100 frames and different positions to 1100 frames and different positions to tweak so tweak so tweak so it's gonna be challenging it's gonna be challenging it's gonna be challenging to then to then to then tweak if the director or the gop is tweak if the director or the gop is tweak if the director or the gop is going to ask us to you know reframe or going to ask us to you know reframe or going to ask us to you know reframe or move and move and move and um um um one thing to say though is that looking one thing to say though is that looking one thing to say though is that looking through the right through the through the right through the through the right through the graphic this is the closest that we will get this is the closest that we will get to to to the animation in maya and the reason is the animation in maya and the reason is the animation in maya and the reason is this the reason is that because we've this the reason is that because we've this the reason is that because we've baked out each frame baked out each frame baked out each frame there is a one-to-one there is a one-to-one there is a one-to-one comparison actually there is a comparison actually there is a comparison actually there is a one-to-one resemblance with one-to-one resemblance with one-to-one resemblance with the frame curve into maya the frame curve into maya the frame curve into maya let's now let's now let's now import actually is the same move but this time actually is the same move but this time what i'm going to import is the sparse what i'm going to import is the sparse what i'm going to import is the sparse frames one we know already the difference so i'll we know already the difference so i'll leave file positions on because i want leave file positions on because i want leave file positions on because i want the master axis to be imported as well okay okay and this time we're gonna have only four and this time we're gonna have only four and this time we're gonna have only four positions positions positions which is great if you want to if we want which is great if you want to if we want which is great if you want to if we want to then tweak that simpler to then tweak that simpler to then tweak that simpler red model red model red model the lens the lens the lens node offsets it's still the same 24 and node offsets it's still the same 24 and node offsets it's still the same 24 and 15. and the animation is and the animation is same same but different i mean as you same same but different i mean as you same same but different i mean as you can notice there is a bit of a can notice there is a bit of a can notice there is a bit of a worm-like walk worm-like walk worm-like walk happening on the angle right at the happening on the angle right at the happening on the angle right at the beginning beginning beginning so one thing that i want to so one thing that i want to so one thing that i want to [Music] [Music] [Music] repeat is repeat is repeat is now because we are basically leaving the now because we are basically leaving the now because we are basically leaving the interpolation to to flair flair flair and flat doesn't use the same and flat doesn't use the same and flat doesn't use the same interpolation as maya you would notice interpolation as maya you would notice interpolation as maya you would notice that that that the curves that are the curves that are the curves that are linking the two keyframes linking the two keyframes linking the two keyframes in the camera positions in the camera positions in the camera positions are effectively different than the curves that are linking the two the curves that are linking the two keyframes in maya keyframes in maya keyframes in maya and that is because maya uses a cubic and that is because maya uses a cubic and that is because maya uses a cubic interpolation as oh and as oh and um whereas um whereas um whereas flare uses a whatever you choose or your setup flare whatever you choose or your setup flare to use use which in my case is um so so you want to pay a particular attention you want to pay a particular attention you want to pay a particular attention to this and to this and to this and you know you might need to tweak you know you might need to tweak you know you might need to tweak slightly the move when slightly the move when slightly the move when you import it and that is because of the you import it and that is because of the you import it and that is because of the interpolation but all in all interpolation but all in all interpolation but all in all it would be very close it would be very close it would be very close and it would be a good starting point and it would be a good starting point and it would be a good starting point for you to start and working on the move that start and working on the move that you've previously in maya for this tutorial is everything and if for this tutorial is everything and if you've got any questions suggestions or you've got any questions suggestions or you've got any questions suggestions or you just want to get in contact with us you just want to get in contact with us you just want to get in contact with us just write at support markroberts.com just write at support markroberts.com just write at support markroberts.com bye