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16A - Fairings Axis & Cartesian

▶ 16A - Fairings Axis & Cartesian — Watch on YouTube


I'm going to talk about fairings that is I'm going to talk about fairings that is access fairings and cartisian fairings access fairings and cartisian fairings access fairings and cartisian fairings fairings also known as eases or ease in fairings also known as eases or ease in fairings also known as eases or ease in and ease out um but I've got a move and ease out um but I've got a move and ease out um but I've got a move setup here and I'm going to show you setup here and I'm going to show you setup here and I'm going to show you what happens when I adjust the fair what happens when I adjust the fair what happens when I adjust the fair rings so I have a move here that I've rings so I have a move here that I've rings so I have a move here that I've programmed it's three key frames three programmed it's three key frames three programmed it's three key frames three way points uh this is effective what the way points uh this is effective what the way points uh this is effective what the move look like looks like going to run move look like looks like going to run move look like looks like going to run it forwards shoot so the camera goes down and then goes so the camera goes down and then goes back up and I have three key frames okay up and I have three key frames okay now normally with splines any number of now normally with splines any number of now normally with splines any number of key frames would be joined with a what's key frames would be joined with a what's key frames would be joined with a what's called a spline it's a type of curve called a spline it's a type of curve called a spline it's a type of curve there are actually many different types there are actually many different types there are actually many different types of Curves in flare um the main one used of Curves in flare um the main one used of Curves in flare um the main one used is splines uh but you can see there are is splines uh but you can see there are is splines uh but you can see there are many to choose from here but fairings many to choose from here but fairings many to choose from here but fairings really only apply when using splines if really only apply when using splines if really only apply when using splines if there are only two key frames or there there are only two key frames or there there are only two key frames or there is a change in Direction then the spline is a change in Direction then the spline is a change in Direction then the spline will be split at that point so here's will be split at that point so here's will be split at that point so here's it's going down and then it goes up so it's going down and then it goes up so it's going down and then it goes up so at this point it will be split and at this point it will be split and at this point it will be split and there'll be a fairing here and a fairing there'll be a fairing here and a fairing there'll be a fairing here and a fairing there which we can there which we can there which we can control there are no other control control there are no other control control there are no other control points I have here so that is how we points I have here so that is how we points I have here so that is how we control how it approaches and moves away control how it approaches and moves away control how it approaches and moves away from that key from that key from that key frame frame frame so in the fairings menu you'll see there so in the fairings menu you'll see there so in the fairings menu you'll see there are four options why are there are four are four options why are there are four are four options why are there are four well there are the axis fairings these well there are the axis fairings these well there are the axis fairings these are to do with independent axes so let's are to do with independent axes so let's are to do with independent axes so let's say um a roll uh or a model mover like a say um a roll uh or a model mover like a say um a roll uh or a model mover like a turntable or the track which in our case turntable or the track which in our case turntable or the track which in our case is a Master axis is is effectively is a Master axis is is effectively is a Master axis is is effectively controlled through the fairings controlled through the fairings controlled through the fairings and has its own fairing as opposed to and has its own fairing as opposed to and has its own fairing as opposed to the cartisian fairings these are to do the cartisian fairings these are to do the cartisian fairings these are to do with Target tracking axes so if we look with Target tracking axes so if we look with Target tracking axes so if we look at the axis fairings we can see there at the axis fairings we can see there at the axis fairings we can see there are the all the individual axes listed are the all the individual axes listed are the all the individual axes listed but when you're doing Target but when you're doing Target but when you're doing Target tracking these ones here are completely tracking these ones here are completely tracking these ones here are completely dependent on the actual XY Z move that dependent on the actual XY Z move that dependent on the actual XY Z move that we've programmed so instead if we want we've programmed so instead if we want we've programmed so instead if we want to adjust the fairings for the XYZ move to adjust the fairings for the XYZ move to adjust the fairings for the XYZ move we're going to fairings and we go to we're going to fairings and we go to we're going to fairings and we go to cartisian and here we find the XY Z for cartisian and here we find the XY Z for cartisian and here we find the XY Z for the camera XYZ for the Target and so the camera XYZ for the Target and so the camera XYZ for the Target and so on this is quite a powerful menu you can on this is quite a powerful menu you can on this is quite a powerful menu you can adjust each one adjust each one adjust each one individually or you can apply a change individually or you can apply a change individually or you can apply a change to all of them so if I want them all to to all of them so if I want them all to to all of them so if I want them all to be at 40% I go 40% and you see it's be at 40% I go 40% and you see it's be at 40% I go 40% and you see it's scrolled it down I can also adjust it scrolled it down I can also adjust it scrolled it down I can also adjust it like like like this okay either for all of them or this okay either for all of them or this okay either for all of them or individually for that one one individually for that one one individually for that one one axis and this here is a representation axis and this here is a representation axis and this here is a representation of what will happen between the two key of what will happen between the two key of what will happen between the two key frames you have a an frames you have a an frames you have a an acceleration okay so here for 23% of acceleration okay so here for 23% of acceleration okay so here for 23% of that section it'll go it'll accelerate that section it'll go it'll accelerate that section it'll go it'll accelerate then it'll go constant speed and then it then it'll go constant speed and then it then it'll go constant speed and then it will decelerate for 35% or whatever will decelerate for 35% or whatever will decelerate for 35% or whatever fraction I put in fraction I put in fraction I put in here okay so I'm going to change this to here okay so I'm going to change this to here okay so I'm going to change this to 40 and apply to all and then apply okay and and apply to all and then apply okay and if I now run this move move backr shoot okay this is the same move backr shoot okay this is the same move backr shoot okay this is the same move we had we had we had before before before okay if I want to be a much sharper okay if I want to be a much sharper okay if I want to be a much sharper start and stop here where it Chang start and stop here where it Chang start and stop here where it Chang Direction Direction Direction I can effectively change that by I can effectively change that by I can effectively change that by changing my fairings on my cartisian changing my fairings on my cartisian changing my fairings on my cartisian because it's really mostly cartisian because it's really mostly cartisian because it's really mostly cartisian axes that moving so if I make this axes that moving so if I make this axes that moving so if I make this 5% just to really exaggerate the 5% just to really exaggerate the 5% just to really exaggerate the point okay and apply you'll see if I zoom in there's apply you'll see if I zoom in there's almost a corner here because it almost a corner here because it almost a corner here because it approaches this with a constant speed approaches this with a constant speed approaches this with a constant speed and then at the very last minute it and then at the very last minute it and then at the very last minute it decelerates and the very last minute it decelerates and the very last minute it decelerates and the very last minute it re accelerates again to get to a re accelerates again to get to a re accelerates again to get to a constant speed so if I now run constant speed so if I now run constant speed so if I now run this forward run shoot it's a little bit hard to see on shoot it's a little bit hard to see on the screen but effectively I have the screen but effectively I have the screen but effectively I have changed the curve at this point and you changed the curve at this point and you changed the curve at this point and you can also see that here in the graphs can also see that here in the graphs can also see that here in the graphs where these sudden changes I'd actually where these sudden changes I'd actually where these sudden changes I'd actually have to show my cartisian axxis have to show my cartisian axxis have to show my cartisian axxis okay and if this is the positions but if okay and if this is the positions but if okay and if this is the positions but if I show the I show the I show the velocities and hi the positions you can velocities and hi the positions you can velocities and hi the positions you can see that there is a very Sudden Change see that there is a very Sudden Change see that there is a very Sudden Change in speed for most of the axes then a in speed for most of the axes then a in speed for most of the axes then a constant speed section and then a sudden constant speed section and then a sudden constant speed section and then a sudden change in speed again change in change in speed again change in change in speed again change in Direction and constant speed and slowing Direction and constant speed and slowing Direction and constant speed and slowing down down down again okay now why are there four again okay now why are there four again okay now why are there four options here well the default ones the options here well the default ones the options here well the default ones the default and the cartisian default are default and the cartisian default are default and the cartisian default are the ones that are the values that it the ones that are the values that it the ones that are the values that it will use whenever I add a key frame or will use whenever I add a key frame or will use whenever I add a key frame or if I apply will add to all the existing if I apply will add to all the existing if I apply will add to all the existing key key key frames but if I want to make individual frames but if I want to make individual frames but if I want to make individual changes for example I want to make a changes for example I want to make a changes for example I want to make a change just at the start or just at the change just at the start or just at the change just at the start or just at the end I can select my Axis Waypoint or end I can select my Axis Waypoint or end I can select my Axis Waypoint or cartisian cartisian cartisian Waypoint so in my cartisian Waypoint I Waypoint so in my cartisian Waypoint I Waypoint so in my cartisian Waypoint I can select which way way point to change can select which way way point to change can select which way way point to change wayo 1 2 or 3 okay now Waypoint one will wayo 1 2 or 3 okay now Waypoint one will wayo 1 2 or 3 okay now Waypoint one will only have an only have an only have an upfiring wayo 3 only the down fairing upfiring wayo 3 only the down fairing upfiring wayo 3 only the down fairing will affect it where's wayo 2 which is will affect it where's wayo 2 which is will affect it where's wayo 2 which is the middle one it has an up and a down so if I want one it has an up and a down so if I want to adjust only for to adjust only for to adjust only for example example example uh this uh this uh this one leave that at 40 apply to all and one leave that at 40 apply to all and one leave that at 40 apply to all and apply you'll see it's left this one as apply you'll see it's left this one as apply you'll see it's left this one as it was but it changed that one let me it was but it changed that one let me it was but it changed that one let me change that back so you can see it more change that back so you can see it more change that back so you can see it more clearly 40 apply apply apply okay and now back to five okay so let me change that back so okay so let me change that back so change this back to change this back to change this back to five five five apply and you'll see this one Remains apply and you'll see this one Remains apply and you'll see this one Remains the Same but this one has changed and the Same but this one has changed and the Same but this one has changed and become sharp sharp okay now another important point about okay now another important point about okay now another important point about the in the fairings menu is there is the in the fairings menu is there is the in the fairings menu is there is something called Curve reversal in this case the rig will actually come in this case the rig will actually come to a kind of stop at this point and then to a kind of stop at this point and then to a kind of stop at this point and then carry carry carry on if we don't want it if we want to on if we don't want it if we want to on if we don't want it if we want to look like one continuous motion we can look like one continuous motion we can look like one continuous motion we can tell it effectively not to use fairings tell it effectively not to use fairings tell it effectively not to use fairings at that point when it change direction at that point when it change direction at that point when it change direction it will create a kind of it will create a kind of it will create a kind of overshoot okay what it now does is it actually okay what it now does is it actually goes through that continuously it's not goes through that continuously it's not goes through that continuously it's not very easy to see here so what I'm going very easy to see here so what I'm going very easy to see here so what I'm going to do I'm going to exaggerate it by to do I'm going to exaggerate it by to do I'm going to exaggerate it by changing the timing between the key changing the timing between the key changing the timing between the key frames so I'm going to say that at the frames so I'm going to say that at the frames so I'm going to say that at the end this is end this is end this is only 50 only 50 only 50 frames okay let me just zoom okay let me just zoom out so out so out so what this effectively has done is what this effectively has done is what this effectively has done is the it has to get from here to here the it has to get from here to here the it has to get from here to here within 50 frames and then from here to within 50 frames and then from here to within 50 frames and then from here to here in 100 frames so it has a lot more here in 100 frames so it has a lot more here in 100 frames so it has a lot more time to get around here but this bit time to get around here but this bit time to get around here but this bit needs to go really fast so what happens needs to go really fast so what happens needs to go really fast so what happens is it approaches this point really fast is it approaches this point really fast is it approaches this point really fast and then it overshoots it goes beyond it and then it overshoots it goes beyond it and then it overshoots it goes beyond it it will look nice and smooth but it may it will look nice and smooth but it may it will look nice and smooth but it may hit something on the way for instance if hit something on the way for instance if hit something on the way for instance if I had a a table underneath and this was I had a a table underneath and this was I had a a table underneath and this was the top this is the top of for the table the top this is the top of for the table the top this is the top of for the table it would actually go into the table it would actually go into the table it would actually go into the table which might not be what I want in this which might not be what I want in this which might not be what I want in this case it might go through the case it might go through the case it might go through the chair let's browse so let's go through slowly and I'm so let's go through slowly and I'm actually getting I'm going to miss it actually getting I'm going to miss it actually getting I'm going to miss it but I'm extremely close to that chair but I'm extremely close to that chair but I'm extremely close to that chair and it's not really what I and it's not really what I and it's not really what I wanted wanted wanted okay that's the point of curve reversal okay that's the point of curve reversal okay that's the point of curve reversal so you can at certain so you can at certain so you can at certain positions or certain way points actually positions or certain way points actually positions or certain way points actually prevent the curve reversal so I can go prevent the curve reversal so I can go prevent the curve reversal so I can go into my fairings my cartisian into my fairings my cartisian into my fairings my cartisian fairings and go here and then go right I fairings and go here and then go right I fairings and go here and then go right I don't want to prevent don't want to prevent don't want to prevent it or I do want to prevent Cal it or I do want to prevent Cal it or I do want to prevent Cal five five apply apply okay and there is my Sharp curve this has changed from before curve this has changed from before because I also changed the timing fairings is something that I really fairings is something that I really advise you play around with and get used advise you play around with and get used advise you play around with and get used to start off with a simple two-point to start off with a simple two-point to start off with a simple two-point move so for example if I remove my move so for example if I remove my move so for example if I remove my middle point going to I'm just going to middle point going to I'm just going to middle point going to I'm just going to delete delete delete that yes way point deleted okay so now I that yes way point deleted okay so now I that yes way point deleted okay so now I have a simple two-point have a simple two-point have a simple two-point move okay and it's very easy then to look at okay and it's very easy then to look at my cartisian my cartisian my cartisian Axis and effectively they're still using Axis and effectively they're still using Axis and effectively they're still using 5% if I change this to be be 40% apply you'll see this Curve will apply you'll see this Curve will update with a nice smooth it'll be much update with a nice smooth it'll be much update with a nice smooth it'll be much more grad more grad more grad start now you might ask what happens if start now you might ask what happens if start now you might ask what happens if you do zero fairings okay with zero you do zero fairings okay with zero you do zero fairings okay with zero fairings it means that the entire fairings it means that the entire fairings it means that the entire section must be at constant speed but section must be at constant speed but section must be at constant speed but the rig can't physically get up to speed the rig can't physically get up to speed the rig can't physically get up to speed instantly so what happens is the instantly so what happens is the instantly so what happens is the software flare will automatically apply software flare will automatically apply software flare will automatically apply a pre-roll and a post roll wherever it a pre-roll and a post roll wherever it a pre-roll and a post roll wherever it sees a zero fairing so this section is a sees a zero fairing so this section is a sees a zero fairing so this section is a constant speed but to get here it constant speed but to get here it constant speed but to get here it actually will do a pre-roll and at the actually will do a pre-roll and at the actually will do a pre-roll and at the end it'll do a post roll to slow down end it'll do a post roll to slow down end it'll do a post roll to slow down again so forward again so forward again so forward run okay actually let's run it backwards run okay actually let's run it backwards run okay actually let's run it backwards so back so back so back run okay and shoot does a little pre-roll okay and shoot does a little pre-roll and then goes into it okay if I do that again and then zoom it okay if I do that again and then zoom in you'll be able to see in you'll be able to see in you'll be able to see the around little pre-roll see you step around little pre-roll see you step backwards and then at the