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From Flair to Maya (Part 2)

▶ From Flair to Maya (Part 2) — Watch on YouTube


hi everyone and welcome back to part 2 hi everyone and welcome back to part 2 of this tutorial importing camera of this tutorial importing camera of this tutorial importing camera movements from Fleur Tamiya using FBX movements from Fleur Tamiya using FBX movements from Fleur Tamiya using FBX file format we got to the point where we file format we got to the point where we file format we got to the point where we have this camera movement with an image have this camera movement with an image have this camera movement with an image plane in Maya and we can see the image plane in Maya and we can see the image plane in Maya and we can see the image plane running through the camera plane running through the camera plane running through the camera everything is working fine and our everything is working fine and our everything is working fine and our camera is somewhere in the 3d space but camera is somewhere in the 3d space but camera is somewhere in the 3d space but we actually don't really exactly where we actually don't really exactly where we actually don't really exactly where by the way if you don't know what I'm by the way if you don't know what I'm by the way if you don't know what I'm talking about it means that you're talking about it means that you're talking about it means that you're probably haven't seen part one yet so to probably haven't seen part one yet so to probably haven't seen part one yet so to catch up with things go on our YouTube catch up with things go on our YouTube catch up with things go on our YouTube page we've got a YouTube channel Mark page we've got a YouTube channel Mark page we've got a YouTube channel Mark Roberts motion control and under the Roberts motion control and under the Roberts motion control and under the section Mark Roberts tutorials and section Mark Roberts tutorials and section Mark Roberts tutorials and behind the scene you will probably find behind the scene you will probably find behind the scene you will probably find part 1 of this tutorial part 1 of this tutorial part 1 of this tutorial especially beautiful information anyway especially beautiful information anyway especially beautiful information anyway Peter Rogers making loads of tutorials Peter Rogers making loads of tutorials Peter Rogers making loads of tutorials to explain things about motion controls to explain things about motion controls to explain things about motion controls so just go get well definitely what's a so just go get well definitely what's a so just go get well definitely what's a watch coming back to this we are now in watch coming back to this we are now in watch coming back to this we are now in the place where we have a camera that is the place where we have a camera that is the place where we have a camera that is moving and we want to do the extra step moving and we want to do the extra step moving and we want to do the extra step for you know helping our fellow CTN for you know helping our fellow CTN for you know helping our fellow CTN emitter to contextualize the camera emitter to contextualize the camera emitter to contextualize the camera movement to add geometry so I modeled movement to add geometry so I modeled movement to add geometry so I modeled very roughly our props the blimp and the very roughly our props the blimp and the very roughly our props the blimp and the can of pain they are amazing it took me can of pain they are amazing it took me can of pain they are amazing it took me seriously a lot of time and they are seriously a lot of time and they are seriously a lot of time and they are zero so their position of the datum zero so their position of the datum zero so their position of the datum points and what we want to do is to points and what we want to do is to points and what we want to do is to position them in the right place I just position them in the right place I just position them in the right place I just rename this group because I don't like rename this group because I don't like rename this group because I don't like the default I call it and what we want the default I call it and what we want the default I call it and what we want to do is sue to do is sue to do is sue move these camera groups so that it move these camera groups so that it move these camera groups so that it makes sense in terms of positioning and makes sense in terms of positioning and makes sense in terms of positioning and then from there maybe we can start then from there maybe we can start then from there maybe we can start adding things on top I don't know maybe adding things on top I don't know maybe adding things on top I don't know maybe price tags let's say this is a price tags let's say this is a price tags let's say this is a commercial when do you want to show a commercial when do you want to show a commercial when do you want to show a floating price tag or you know how cheap floating price tag or you know how cheap floating price tag or you know how cheap is the pain itself how do you do this I is the pain itself how do you do this I is the pain itself how do you do this I mean you can't really do that by eye mean you can't really do that by eye mean you can't really do that by eye it's going to be impossible if like an it's going to be impossible if like an it's going to be impossible if like an endless task because what you're gonna endless task because what you're gonna endless task because what you're gonna have is you know you will have to put have is you know you will have to put have is you know you will have to put position by eye this group trying to position by eye this group trying to position by eye this group trying to match the right position and it's just match the right position and it's just match the right position and it's just maybe no you know it's going to take maybe no you know it's going to take maybe no you know it's going to take ages so the way we do this is through ages so the way we do this is through ages so the way we do this is through reference point reference point reference point what is reference points I made a video what is reference points I made a video what is reference points I made a video and with this video I'm literally coming and with this video I'm literally coming and with this video I'm literally coming back from the future using the camera back from the future using the camera back from the future using the camera movement I'm imported from floor just to movement I'm imported from floor just to movement I'm imported from floor just to show you what our reference points when show you what our reference points when show you what our reference points when the how do I play this I'll just grab it the how do I play this I'll just grab it the how do I play this I'll just grab it through right after you are happy with through right after you are happy with through right after you are happy with the camera movement with your motion the camera movement with your motion the camera movement with your motion control and you are rapping because control and you are rapping because control and you are rapping because everyone is a pair and your job is done everyone is a pair and your job is done everyone is a pair and your job is done as a three as a motion control operator as a three as a motion control operator as a three as a motion control operator what you want to do is to create a new what you want to do is to create a new what you want to do is to create a new job in flare and set up three camera job in flare and set up three camera job in flare and set up three camera positions with the rig per reference positions with the rig per reference positions with the rig per reference points that you want to pass through the points that you want to pass through the points that you want to pass through the Maya scene in this case we've got one Maya scene in this case we've got one Maya scene in this case we've got one two three four reference points one for two three four reference points one for two three four reference points one for the center of the can and three for the the center of the can and three for the the center of the can and three for the three corners of the plant each three corners of the plant each three corners of the plant each reference point will have three camera reference point will have three camera reference point will have three camera movements because what we're going to do movements because what we're going to do movements because what we're going to do is to use the three camera movements to is to use the three camera movements to is to use the three camera movements to triangulate triangulate the triangulate triangulate the triangulate triangulate the position of each reference points and position of each reference points and position of each reference points and the way we're going to do that we're the way we're going to do that we're the way we're going to do that we're gonna do that in Maya basically trying gonna do that in Maya basically trying gonna do that in Maya basically trying to find at the point in common between to find at the point in common between to find at the point in common between three different camera position and using their aim vector to do this so using their aim vector to do this so this is what I did quickly in in my I this is what I did quickly in in my I this is what I did quickly in in my I just model the arrows and just to show just model the arrows and just to show just model the arrows and just to show you the point where we can get with a you the point where we can get with a you the point where we can get with a good positioning of the camera movement good positioning of the camera movement good positioning of the camera movement and a good proxy modeling of the props and a good proxy modeling of the props and a good proxy modeling of the props that you've got on set so is essential that you've got on set so is essential that you've got on set so is essential that first Urich flare is properly that first Urich flare is properly that first Urich flare is properly calibrated it's probably set up with the calibrated it's probably set up with the calibrated it's probably set up with the right kinematics and the right model right kinematics and the right model right kinematics and the right model offset that is an essential point for offset that is an essential point for offset that is an essential point for these workflow to effectively work down these workflow to effectively work down these workflow to effectively work down the line also you don't want to move you the line also you don't want to move you the line also you don't want to move you don't want to move the props before don't want to move the props before don't want to move the props before taking the reference point because taking the reference point because taking the reference point because otherwise you will have misalignment and otherwise you will have misalignment and otherwise you will have misalignment and that knot is not going to work so back that knot is not going to work so back that knot is not going to work so back to Maya I've got a scene here to to Maya I've got a scene here to to Maya I've got a scene here to illustrate you furtherly how our motion illustrate you furtherly how our motion illustrate you furtherly how our motion control operator Dec took the reference control operator Dec took the reference control operator Dec took the reference point for this case so at frame 0 I've point for this case so at frame 0 I've point for this case so at frame 0 I've got this position and I want to show you got this position and I want to show you got this position and I want to show you that the camera on set will actually that the camera on set will actually that the camera on set will actually look if you if you're looking through look if you if you're looking through look if you if you're looking through the camera you will say that the camera the camera you will say that the camera the camera you will say that the camera is aiming at the corner the well in this is aiming at the corner the well in this is aiming at the corner the well in this case is the first is the first reference case is the first is the first reference case is the first is the first reference point so as we can see here at frame 0 point so as we can see here at frame 0 point so as we can see here at frame 0 we will have this bed so we are still we will have this bed so we are still we will have this bed so we are still aiming at the candle center of the aiming at the candle center of the aiming at the candle center of the console remain in the center of the cam console remain in the center of the cam console remain in the center of the cam frame 0 at frame 1 it's a completely frame 0 at frame 1 it's a completely frame 0 at frame 1 it's a completely different camera position and rig different camera position and rig different camera position and rig configuration and we are looking still configuration and we are looking still configuration and we are looking still at the center of the can at the center of the can at the center of the can and train two completely different the and train two completely different the and train two completely different the camera will not have to be run through camera will not have to be run through camera will not have to be run through the timeline but is more like a set of the timeline but is more like a set of the timeline but is more like a set of different rig positions that will give different rig positions that will give different rig positions that will give you different camera positions to then you different camera positions to then you different camera positions to then triangulate and find the reference triangulate and find the reference triangulate and find the reference points so from 0 1 2 that's the center points so from 0 1 2 that's the center points so from 0 1 2 that's the center of the can frame 10 11 12 that would be of the can frame 10 11 12 that would be of the can frame 10 11 12 that would be the back corner as you can see here 10 the back corner as you can see here 10 the back corner as you can see here 10 11 12 and then 20 21 22 and so on and so 11 12 and then 20 21 22 and so on and so 11 12 and then 20 21 22 and so on and so forth for the other reference points the forth for the other reference points the forth for the other reference points the next step once we go your scene here next step once we go your scene here next step once we go your scene here I'll just review this back to the I'll just review this back to the I'll just review this back to the default oops let's import the reference default oops let's import the reference default oops let's import the reference points camera movement that we've got points camera movement that we've got points camera movement that we've got from flare in FBX file format that would from flare in FBX file format that would from flare in FBX file format that would be an FBX file format as well it's going be an FBX file format as well it's going be an FBX file format as well it's going to be called the reference point and as to be called the reference point and as to be called the reference point and as usual the camera has bit too small so as you can see here we just got 32 so as you can see here we just got 32 keyframes because the move is 37 is long keyframes because the move is 37 is long keyframes because the move is 37 is long it's 32 frames long so what we want to it's 32 frames long so what we want to it's 32 frames long so what we want to do I'll just quickly hide this one to do I'll just quickly hide this one to do I'll just quickly hide this one to just make things simple just make things simple just make things simple yeah I'm just greater locator and I'm yeah I'm just greater locator and I'm yeah I'm just greater locator and I'm gonna call it no and what I'm going to gonna call it no and what I'm going to gonna call it no and what I'm going to do is to have this locator at the middle do is to have this locator at the middle do is to have this locator at the middle point of our camera so I will zero it so point of our camera so I will zero it so point of our camera so I will zero it so now I stop there frame zero is the first now I stop there frame zero is the first now I stop there frame zero is the first position so what I'm gonna do is to position so what I'm gonna do is to position so what I'm gonna do is to duplicate at frame 0 duplicate at frame 0 duplicate at frame 0 another locator and then I'm just gonna another locator and then I'm just gonna another locator and then I'm just gonna um parent it from the camera and then um parent it from the camera and then um parent it from the camera and then I'm going to do the same process with I'm going to do the same process with I'm going to do the same process with frame 1 and I say the locator at frame 1 frame 1 and I say the locator at frame 1 frame 1 and I say the locator at frame 1 duplicate it and parent it and say my duplicate it and parent it and say my duplicate it and parent it and say my frame to duplicate it and parent it and frame to duplicate it and parent it and frame to duplicate it and parent it and then what I want to do I'll just hide then what I want to do I'll just hide then what I want to do I'll just hide this to show you better what's going to this to show you better what's going to this to show you better what's going to happen I'm going to select each locators happen I'm going to select each locators happen I'm going to select each locators there and then I'm going to move them in there and then I'm going to move them in there and then I'm going to move them in why sorry insi sorry insi be careful you want the transform handle be careful you want the transform handle be careful you want the transform handle to be selected on object rather than to be selected on object rather than to be selected on object rather than word because if you move them inward word because if you move them inward word because if you move them inward they will move them relative to the word they will move them relative to the word they will move them relative to the word value whereas you want to move them value whereas you want to move them value whereas you want to move them relative to the local transformations relative to the local transformations relative to the local transformations which are along the aim axis so keep w which are along the aim axis so keep w which are along the aim axis so keep w pressed and then select object and that pressed and then select object and that pressed and then select object and that will allow you to move through the aim will allow you to move through the aim will allow you to move through the aim axis which is Z in Maya so I'll do that axis which is Z in Maya so I'll do that axis which is Z in Maya so I'll do that again Rou selects everything and move again Rou selects everything and move again Rou selects everything and move them along the z axis and as you can see them along the z axis and as you can see them along the z axis and as you can see the locators are getting closer and the locators are getting closer and the locators are getting closer and closer and closer and closer what you closer and closer and closer what you closer and closer and closer what you want to do is to find the point where want to do is to find the point where want to do is to find the point where all these locators are gonna make and all these locators are gonna make and all these locators are gonna make and that will be your tremble with your that will be your tremble with your that will be your tremble with your camera triangulation that's it moving on camera triangulation that's it moving on camera triangulation that's it moving on say moving guns a let's get closer depending on how good was your rig setup depending on how good was your rig setup and how straight to the camera on your and how straight to the camera on your and how straight to the camera on your camera play was mounted you will get to camera play was mounted you will get to camera play was mounted you will get to a really good definition of your a really good definition of your a really good definition of your reference point through triangulation as reference point through triangulation as reference point through triangulation as you can see here I've got one name that you can see here I've got one name that you can see here I've got one name that is not quite close to the others but is not quite close to the others but is not quite close to the others but yeah I think I can be quite satisfied yeah I think I can be quite satisfied yeah I think I can be quite satisfied with these guys right now what we have left to do is to basically what we have left to do is to basically I'm just going to group these guys and I'm just going to group these guys and I'm just going to group these guys and call them can ref group and and then I call them can ref group and and then I call them can ref group and and then I keep going on with the other reference keep going on with the other reference keep going on with the other reference point so we were at frame to the next point so we were at frame to the next point so we were at frame to the next frame it's going to be framed 10 11 12 frame it's going to be framed 10 11 12 frame it's going to be framed 10 11 12 for the back corner down there you can for the back corner down there you can for the back corner down there you can see that just go back and from 10 and see that just go back and from 10 and see that just go back and from 10 and duplicate the nodal unparent duplicate the nodal unparent duplicate the nodal unparent 11 to placate the another unparent 11 to placate the another unparent 11 to placate the another unparent 12 same thing and once again I'll hide 12 same thing and once again I'll hide 12 same thing and once again I'll hide the camera select everything it's still the camera select everything it's still the camera select everything it's still in local transformations so it's good in local transformations so it's good in local transformations so it's good dragon z so it's a bit time-consuming but this so it's a bit time-consuming but this will help you greatly later on to align will help you greatly later on to align will help you greatly later on to align your camera movement to the geometry I your camera movement to the geometry I your camera movement to the geometry I think I can be quiet think I can be quiet think I can be quiet oops that's the wrong axis generally speaking two reference points generally speaking two reference points two three reference points should be two three reference points should be two three reference points should be enough but in this case I wanted to be enough but in this case I wanted to be enough but in this case I wanted to be sure that the can was in the right sure that the can was in the right sure that the can was in the right position on top of the plinth so we've position on top of the plinth so we've position on top of the plinth so we've done that extra step in order to better done that extra step in order to better done that extra step in order to better align the camera to the geometry in align the camera to the geometry in align the camera to the geometry in these cases the most information that these cases the most information that these cases the most information that you can do and pass down the line to you can do and pass down the line to you can do and pass down the line to post-production facilities the better is post-production facilities the better is post-production facilities the better is you're gonna help them that's a good you're gonna help them that's a good you're gonna help them that's a good service that you want to provide quite service that you want to provide quite service that you want to provide quite close there that's not to just remind close there that's not to just remind close there that's not to just remind that the only axis that you can move the that the only axis that you can move the that the only axis that you can move the locators along is the aim axis which in locators along is the aim axis which in locators along is the aim axis which in Maya is C let's go through the last Maya is C let's go through the last Maya is C let's go through the last reference point there would be 30 reference point there would be 30 reference point there would be 30 duplicate oops duplicate oops duplicate oops group 31 and 32 there you hide the camera we and 32 there you hide the camera we don't need the flare reference camera don't need the flare reference camera don't need the flare reference camera anymore anymore anymore because what we wanted from it out of it because what we wanted from it out of it because what we wanted from it out of it at least was these reference points it at least was these reference points it at least was these reference points it was the location of the real features in was the location of the real features in was the location of the real features in 3d something relaxing and doing this when something relaxing and doing this when it works all right looking from far we can already see the looking from far we can already see the geometry these are the three corners of geometry these are the three corners of geometry these are the three corners of a blimp and band is going to be the a blimp and band is going to be the a blimp and band is going to be the center of the can now what we want to do center of the can now what we want to do center of the can now what we want to do I grab these chops corner three we want I grab these chops corner three we want I grab these chops corner three we want to create a a single group containing to create a a single group containing to create a a single group containing reference points and the camera that reference points and the camera that reference points and the camera that we've imported from flare so select we've imported from flare so select we've imported from flare so select camera select the groups trip it under referenced then I the way I approach referenced then I the way I approach this is usually creating a locator above this is usually creating a locator above this is usually creating a locator above these group so and position it first these group so and position it first these group so and position it first where I want it to where I want it where I want it to where I want it where I want it to where I want it related to the group so that can use it related to the group so that can use it related to the group so that can use it as a handle I will show you how as a handle I will show you how as a handle I will show you how basically creating a locator and I'm basically creating a locator and I'm basically creating a locator and I'm gonna call it camera off camera offset we want to position it because I can we want to position it because I can snap with Maya easily geometry to snap with Maya easily geometry to snap with Maya easily geometry to components of geometries so I'm gonna components of geometries so I'm gonna components of geometries so I'm gonna snap it snap it snap it keeping the hotkey V pressed and with keeping the hotkey V pressed and with keeping the hotkey V pressed and with the middle mouse button I'm gonna snap the middle mouse button I'm gonna snap the middle mouse button I'm gonna snap it to these locators here which is the it to these locators here which is the it to these locators here which is the locators of the core from right corner locators of the core from right corner locators of the core from right corner of the plant after I've done that I'll of the plant after I've done that I'll of the plant after I've done that I'll take the group and I will parent it to take the group and I will parent it to take the group and I will parent it to this camera offset locator now I can this camera offset locator now I can this camera offset locator now I can move the group rotate s relates to the move the group rotate s relates to the move the group rotate s relates to the position of the locator I've created and position of the locator I've created and position of the locator I've created and snapped this way and they just there's snapped this way and they just there's snapped this way and they just there's this thing to do at this point would be this thing to do at this point would be this thing to do at this point would be keeping P price and middle mouse button keeping P price and middle mouse button keeping P price and middle mouse button snap its to this point and the radios snap its to this point and the radios snap its to this point and the radios you can see the way I have modeled the you can see the way I have modeled the you can see the way I have modeled the props or the cheers was basically just props or the cheers was basically just props or the cheers was basically just like very basic of course one single like very basic of course one single like very basic of course one single vertex per corner and is a very base vertex per corner and is a very base vertex per corner and is a very base sitting there is actually standards in sitting there is actually standards in sitting there is actually standards in there out of Maya understand there out of Maya understand there out of Maya understand is a standard keyboard which is just is a standard keyboard which is just is a standard keyboard which is just stretched to me to measure I did stretched to me to measure I did stretched to me to measure I did actually serve it the scene and the actually serve it the scene and the actually serve it the scene and the props so I know that is the right props so I know that is the right props so I know that is the right measurements however the the objects are measurements however the the objects are measurements however the the objects are not as detailed as in real life so let's not as detailed as in real life so let's not as detailed as in real life so let's see what I've got through first let's see what I've got through first let's see what I've got through first let's see if everything is more or less see if everything is more or less see if everything is more or less aligned properly okay it looks a bit aligned properly okay it looks a bit aligned properly okay it looks a bit like there is here it's not very well like there is here it's not very well like there is here it's not very well rented let me enable the wireframe on rented let me enable the wireframe on rented let me enable the wireframe on top and to see how we're doing so it top and to see how we're doing so it top and to see how we're doing so it looks to me that maybe it should be more looks to me that maybe it should be more looks to me that maybe it should be more to the left so that that is a bit more to the left so that that is a bit more to the left so that that is a bit more centered and that is a bit more centered these guys here are more Center like these guys here are more Center like that okay it doesn't seem to maybe a bit of okay it doesn't seem to maybe a bit of rotation there so I'll just with plastic rotation there so I'll just with plastic rotation there so I'll just with plastic and increase the handle the rotation and increase the handle the rotation and increase the handle the rotation handles will help me to be more handles will help me to be more handles will help me to be more sensitive to rotation so maybe I just sensitive to rotation so maybe I just sensitive to rotation so maybe I just rotate a bit but there are sake guys rotate a bit but there are sake guys rotate a bit but there are sake guys down at Christie's a bit more just a bit down at Christie's a bit more just a bit down at Christie's a bit more just a bit bit more precise okay maybe a bit to the bit more precise okay maybe a bit to the bit more precise okay maybe a bit to the center of the can doesn't seem to Center center of the can doesn't seem to Center center of the can doesn't seem to Center so just move the can a bit so let's see so just move the can a bit so let's see so just move the can a bit so let's see that from the top view just to be sure that from the top view just to be sure that from the top view just to be sure yeah it doesn't look too Center to me okay let's check out what we see through okay let's check out what we see through the camera and let's go from there so settings coming from flair and let's settings coming from flair and let's double check what the settings are so double check what the settings are so double check what the settings are so the length is 12 but one thing I the length is 12 but one thing I the length is 12 but one thing I want to say about focal lengths and want to say about focal lengths and want to say about focal lengths and camera calibration is you will never camera calibration is you will never camera calibration is you will never actually know what is the real focal actually know what is the real focal actually know what is the real focal length of the camera 12 millimeters is length of the camera 12 millimeters is length of the camera 12 millimeters is the nominal value of the lens that we the nominal value of the lens that we the nominal value of the lens that we have on the lens itself but really we have on the lens itself but really we have on the lens itself but really we don't know up until we calibrate the don't know up until we calibrate the don't know up until we calibrate the camera properly with lens create what camera properly with lens create what camera properly with lens create what the real dense measurement is let's give the real dense measurement is let's give the real dense measurement is let's give them for granted that the sensor size is them for granted that the sensor size is them for granted that the sensor size is right because we take the sensor size right because we take the sensor size right because we take the sensor size measurements from the website or from measurements from the website or from measurements from the website or from the datasheet of the manufacturer on the datasheet of the manufacturer on the datasheet of the manufacturer on their website so we know for sure that their website so we know for sure that their website so we know for sure that the sensor is right however the focal the sensor is right however the focal the sensor is right however the focal length not so we would only know the length not so we would only know the length not so we would only know the right focal length once we calibrated right focal length once we calibrated right focal length once we calibrated the camera sorry the lens we have a the camera sorry the lens we have a the camera sorry the lens we have a prepaid workflows with entails using prepaid workflows with entails using prepaid workflows with entails using lens grades and going through the lens grades and going through the lens grades and going through the distortion as well which we didn't do distortion as well which we didn't do distortion as well which we didn't do here because it's actually rare that we here because it's actually rare that we here because it's actually rare that we do that beforehand or on much of an do that beforehand or on much of an do that beforehand or on much of an ordering a motion control shot so let's ordering a motion control shot so let's ordering a motion control shot so let's change the focal length slightly and see change the focal length slightly and see change the focal length slightly and see if this is help in any way to match the if this is help in any way to match the if this is help in any way to match the geometry on top of our plane I will just geometry on top of our plane I will just geometry on top of our plane I will just go a bit bigger yeah by the look of it that looks that yeah by the look of it that looks that we should go a bit further let's call it we should go a bit further let's call it we should go a bit further let's call it thirteen point five so already the line thirteen point five so already the line thirteen point five so already the line on the planes are matching and the on the planes are matching and the on the planes are matching and the curvature seems alright I mean the curvature seems alright I mean the curvature seems alright I mean the distortion seems alright it looks a bit distortion seems alright it looks a bit distortion seems alright it looks a bit it looks that I've maybe rotate it too it looks that I've maybe rotate it too it looks that I've maybe rotate it too much but definitely the can is matching much but definitely the can is matching much but definitely the can is matching at least for the for the end bet but at least for the for the end bet but at least for the for the end bet but he's sliding a bit in the first bit in he's sliding a bit in the first bit in he's sliding a bit in the first bit in the first part of the shot so your the first part of the shot so your the first part of the shot so your choice is here what do you want to do choice is here what do you want to do choice is here what do you want to do you've got two choices really one is to you've got two choices really one is to you've got two choices really one is to try to find us and maybe animate the try to find us and maybe animate the try to find us and maybe animate the offset of your camera too much better offset of your camera too much better offset of your camera too much better the animation so hand animate the offset the animation so hand animate the offset the animation so hand animate the offset in order to match the camera movement in order to match the camera movement in order to match the camera movement better on the image plane or you you better on the image plane or you you better on the image plane or you you pass through the camera as it is now pass through the camera as it is now pass through the camera as it is now which is really a fairly decent point if which is really a fairly decent point if which is really a fairly decent point if you want to start to kind of position you want to start to kind of position you want to start to kind of position new things like the price the floating new things like the price the floating new things like the price the floating price inside that were talking about the price inside that were talking about the price inside that were talking about the advertising if that's an advertised you advertising if that's an advertised you advertising if that's an advertised you know what you want to do and then send know what you want to do and then send know what you want to do and then send the camera maybe to send the camera the camera maybe to send the camera the camera maybe to send the camera maybe to the FBX camera - matchmover maybe to the FBX camera - matchmover maybe to the FBX camera - matchmover artist that will analyze the footage and artist that will analyze the footage and artist that will analyze the footage and will track the camera may be using the will track the camera may be using the will track the camera may be using the FBX that you give them as a hint for FBX that you give them as a hint for FBX that you give them as a hint for their software's over in order to then their software's over in order to then their software's over in order to then match move a proper solution out of it I match move a proper solution out of it I match move a proper solution out of it I know that there are at least two know that there are at least two know that there are at least two software's out there that support FBX as software's out there that support FBX as software's out there that support FBX as hint for this over and when if one is PF hint for this over and when if one is PF hint for this over and when if one is PF truck from pixel farm and the other one truck from pixel farm and the other one truck from pixel farm and the other one is 3d equalizer but feel free to comment is 3d equalizer but feel free to comment is 3d equalizer but feel free to comment on our YouTube videos if you want to on our YouTube videos if you want to on our YouTube videos if you want to suggest another software suggest another software suggest another software allows us to do that as a purpose of allows us to do that as a purpose of allows us to do that as a purpose of this tutorial I will show you how to this tutorial I will show you how to this tutorial I will show you how to massage a bit massage a bit massage a bit they camera offset and animate it in they camera offset and animate it in they camera offset and animate it in order to make it a bit better so that we order to make it a bit better so that we order to make it a bit better so that we can get to this point here can get to this point here can get to this point here which is a fairly decent point and I which is a fairly decent point and I which is a fairly decent point and I don't think it floats too much you can don't think it floats too much you can don't think it floats too much you can see you can have also shadow cast on the see you can have also shadow cast on the see you can have also shadow cast on the proxy geometry they have done with Maya proxy geometry they have done with Maya proxy geometry they have done with Maya and you can use the can also as a and you can use the can also as a and you can use the can also as a holdout so you don't need to rotoscope holdout so you don't need to rotoscope holdout so you don't need to rotoscope really I mean here it's not too precise really I mean here it's not too precise really I mean here it's not too precise but it works and it is a decent point but it works and it is a decent point but it works and it is a decent point already if you think that no matchmover already if you think that no matchmover already if you think that no matchmover was involved so let's go back to Maya was involved so let's go back to Maya was involved so let's go back to Maya all right so we were saying maybe the all right so we were saying maybe the all right so we were saying maybe the plinth seems to be rotated a bit too plinth seems to be rotated a bit too plinth seems to be rotated a bit too much so what I'm gonna do is select back much so what I'm gonna do is select back much so what I'm gonna do is select back the rotation of the camera group up there up there that looks alright from here I want to receive at this rotation no I want to receive at this rotation no have ever and the sliding seems to occur have ever and the sliding seems to occur have ever and the sliding seems to occur at the beginning so what I'm gonna do is at the beginning so what I'm gonna do is at the beginning so what I'm gonna do is to the camera doesn't seem to move for to the camera doesn't seem to move for to the camera doesn't seem to move for the first 10 frames and bang kicks in so the first 10 frames and bang kicks in so the first 10 frames and bang kicks in so what I'm going to do is to store this what I'm going to do is to store this what I'm going to do is to store this position which I'm fairly happy with position which I'm fairly happy with position which I'm fairly happy with apart from the cylinder but with the plane time okay but with the plane time okay it looks alright to me so what I'm going it looks alright to me so what I'm going it looks alright to me so what I'm going to do is to go back to the camera group to do is to go back to the camera group to do is to go back to the camera group end keyframe it and then when I'm the end keyframe it and then when I'm the end keyframe it and then when I'm the camera moves it slides a bit it goes camera moves it slides a bit it goes camera moves it slides a bit it goes down and then it stops at around frame down and then it stops at around frame down and then it stops at around frame 10 so this is what I want to put 10 so this is what I want to put 10 so this is what I want to put reposition my offset and up good like that so from here I'm just good like that so from here I'm just going to key select there and just take going to key select there and just take going to key select there and just take out a little words not too shabby still hold it pretty well considering still hold it pretty well considering there is no distortion and and the and there is no distortion and and the and there is no distortion and and the and the plane is not being distorted either the plane is not being distorted either the plane is not being distorted either I fixed this pretty decent point and I'm I fixed this pretty decent point and I'm I fixed this pretty decent point and I'm from here maybe we can apply I'm going from here maybe we can apply I'm going from here maybe we can apply I'm going to show you the errors that I've created to show you the errors that I've created to show you the errors that I've created in order to explain the reference point in order to explain the reference point in order to explain the reference point situation no I don't really want to save situation no I don't really want to save situation no I don't really want to save that there you go oh that ain't down there so we'll just oh that ain't down there so we'll just call it call it call it iris group here that's position them iris group here that's position them iris group here that's position them correctly pointing at the reference correctly pointing at the reference correctly pointing at the reference point cool and then what I can do is to point cool and then what I can do is to point cool and then what I can do is to hide the props and look through the hide the props and look through the hide the props and look through the camera in shaded mode one last thing as you can see here the one last thing as you can see here the image plane is basically eating out my image plane is basically eating out my image plane is basically eating out my geometry and the reason is that is too geometry and the reason is that is too geometry and the reason is that is too close to the camera sorry to the camera close to the camera sorry to the camera close to the camera sorry to the camera so what I can do it selects the image so what I can do it selects the image so what I can do it selects the image plane and there should be a value called plane and there should be a value called plane and there should be a value called depth that's in something it is so what depth that's in something it is so what depth that's in something it is so what I'm gonna do I just pull it back to one I'm gonna do I just pull it back to one I'm gonna do I just pull it back to one meter there you go maybe I just gonna hide the reference maybe I just gonna hide the reference point and the aim I want to say and we point and the aim I want to say and we point and the aim I want to say and we are now ready to start setting up are now ready to start setting up are now ready to start setting up lighting and shadows and whatever you lighting and shadows and whatever you lighting and shadows and whatever you want and get on with your visual effects want and get on with your visual effects want and get on with your visual effects and and create beautiful things so this is everything for this tutorial so this is everything for this tutorial if you've got any question please don't if you've got any question please don't if you've got any question please don't hesitate to leave a comment on our hesitate to leave a comment on our hesitate to leave a comment on our YouTube videos and I hope to see you YouTube videos and I hope to see you YouTube videos and I hope to see you soon