i wanna have on the same renders 2 cameras, one will do some sort of animation from frame 1 to 50 and the next will do some sort of other animation from 51 to 90 is there a way to do it or i need camera sequencer for it ?
Abit late but said id ask anyways. First thank you for the video. Im trying to animate a camera like shown, and so far everything works as shown, however, i would like the camera to start at the other end of the curve. Basically the camera is finishing where i wanted it to start. Thanks again for the video.
Hi, you can control this in the Windows/Animation Editor/Graph Editor. When you select the camera, the curve that appears in the graph editor represents the motion of the camera. Simply reverse the curve (start high, end low), and you animation will be reversed. Cheers!
Hey I'm quite new to using maya for this as I'm only now playing around with cameras to show off a model of mine for a showreel. I was just wondering how I would go about exporting this?
Hi, I presume you are asking as to how I got to the 4 viewport layout? If so, simply place your cursor over the viewport and quickly tap the spacebar on your keyboard. You can also click on the button with 4 squares in the left side navigation (4 from the bottom). I hope this helps.
Hi, thank you for your question. This is actually a bit of a process, so let's get started. First, before you attach the camera to the curve, make sure that the curve is closed. You do this by switching your menu options to Modeling (drop down menu below the File/Edit?Create area), then selecting the open curve, going to the Curves menu, and selecting Open/Close. Then you can attach the camera to the curve how I showed in the video. Once you have attached the camera, you will notice that the animation is as long as however many frames you have on your scene (120 frames is the default). You will have to extend your timeline, or change the time of your last frame, to be able to have more time for several turns. To extend your timeline, click the little character running-from-a-gear button at the bottom right of the interface, and in the window that opens change your ending frames for playback and animation (if your original animation was 120 frames, and you want to turn 3 times, you will need at least 360 frames). This done, click save. Then, go to the Windows drop down > Animation Editors > Graph Editor. This window shows your keyframes for the start and end of your camera animation. Notice that, by default, Maya applies easy in and out to your keyframes (the little curve on the path). If you wish to repeat the same ease in and out, then simply select the last keyframe and start to roll your mouse over the buttons above the motion graph to see the names of each option. From Right to left, the 5 & 6 buttons are called the Post Infinity Cycle options. Either one of these will allow you to repeat the animation past the final keyframe. If you wish to control the animation itself, then you can add/remove/repeat frames in the graph to have complete control of how the camera moves on the scene. I hope this helps!
@@iguanazo12 hey thx for the detailed answer but I don't think post infinity works, I've also closed the curve. I'm actually just trying to have a character run in circles using motion path and the only way that I've got it to work is to copy and paste the U value curve (from 0 to 1) over and over again. So my curve would go from 0 to 1, that's 1 full rotation and the very next frame it goes back to 0, and shoot up towards 1, completing another rotation, so on and so forth
Hello DIno, the short answer is yes. There are several ways to do this. The best way, which offers the most control, is to use the Graphing Editor. When you attach an object to a path, Maya creates animation to move the object based on the amount of frames you have in your timeline. Once you have attached the object to the path, make sure to select the object (camera in our case), then, go to Windows > Animation Editors > Graph Editor. This opens a graph of you objects animation. There are a lot of properties in this window that allow you to control the motion. With the graph editor open, slide the time marker (yellow arrow on the graph editor timeline) to the frame where you wish to stop. Then, right click the graph curve to Insert Key from the flyout menu. Next, deselect all the frames (by clicking on the gray area of the graph). Then, select the frame you just added. In the Graph Editor menu bar, go to Edit > Copy. Next, move your time marker to the point where you want to resume the motion. Once there, in the Graph Editor menu bar, go to Edit > Paste. This makes a copy of the same frame values. Now, by default, your graph will be non-linear (you will see a small curve between the key frames you just created). To remove the tangent, select the latest frame you created and in the icons on top of the graph editor look for the one that looks like a horizontal line with 2 white little boxes on each end and click it. This makes you animation linear coming into the new frame, which removes the tangent curve. I hope this helps! Cheers
How can I anímate an oject independently from the motion path at the biggining and after a few frames continue the animation with motion path?...if I key the object it doesn`t follow the motion path even if the motion path starts afterwards
Hi Javier, there are several ways of approaching this issue, but perhaps the fastest way is to use parenting. The idea would be to have an object animate on the path (as I show in the tutorial). I would choose a Curve, or something that does not render by default. This object would be animated on the path as the camera was in the tutorial. Next, I would make the camera a child of the object (Select the camera, Shift select the object, then press the P key on the keyboard, or you can use the Outliner Panel to MMB drag the camera under the object). Then, the camera will follow the object, but as a child, you can keyframe the camera independently. I hope this helps!
@@iguanazo12 thak you, I have another one..when I do an Orient Constraint of an object to a locator I can make it turn fine but only on his original position, if I translate the object and after that I translate the locator (so far this is what I want) I can not rotate any more on his one axis, the rotation is diferent
@@javiermonto5108 Hi, if I understand correctly, you have Orient constrained an object to a Locator. If so, constrain will force the object to follow the Locator's orientation, until you override it by adding keyframes to the object's orientation. Once you add keyframes, the constrain stops. Position changes should not affect your orientation constrains. Did you orient, parent or point constrain?
@@javiermonto5108 I am having a bit of difficulty understanding your scene situation. From what I understand, you have a geometry group that you have animated (character walk). You already have this walking cycle animated. If so, you are using a Locator to create an orientation constrain so you can turn the character. If this is so, then I would suggest completing the walking cycle first, then adding the constrain as the last step. Then animating the rotation via keyframes on the Locator. Keep in mind that this is not the same as a parent constrain (which controls everything), or a point contrain.
Hello Alvis, there are several ways to control the speed of the camera through the path. The camera seems to be going at a constant speed, but in reality, it accelerates out of the first frame, and decelerates as it comes to the last frame. If you select the camera after attaching it to the path, you will see in the MotionPath tab (under the Camera AttributesEditor panel) that the Camera actually has key frames set up upon attaching it to the path (the U value box should be red). With this in mind, the best thing to do is to go to the Windows drop down, go to Animation Editors/Graph Editor. With the Camera selected, you should see a Bezier path which represents the camera motion path. This Bezier path allows you to control, increase or decrease the speed, or to add extra keyframes as needed. Cheers!
4 роки тому
Hey there, for some reason, if you constraint a TWO node camera (camera and aim) to the path (so you attached the camera to the path, NOT the aim obviously), you get always a cycleCheck warning. Do you know why is that happening?
Hi Jose, the only logic I find around this is that the 2 Node camera has a rotation constrain (input connection on the rotateX value). This is how the camera rotates toward its target as you move it around the scene. The attach to motion path action seeks to override this constrain, but it can't (due to the 2 node nature of the camera). A way to circumvent this whole situation is to create a Locator object and attach it to the motion path. Then, on the Outliner window, Middle Mouse drag your camera (only) into the locator (so the locator becomes the parent of the camera), and then the camera will follow the motion of the locator, while still pointing to the aim node. I hope this helps!
4 роки тому
@@iguanazo12 Excuse me but I don't think so. The way I see it, if you constraint the camera to the path WITHOUT the "follow" attribute, then the camera shoudn't get any rotation from the path and just only from the aim locator. But I found that the cycle you get when doing this path constraint is from the translation, NOT the rotation. And that's VERY wierd because the camera should get translation information JUST from the path and nothing else, so you shouldn't get any cycle at all. So here is the situation..., for some reason, when you do this path constraint, you get the cycle BECAUSE the camera, is, in fact, receiving translation information from both the path itself AND camera's own pivot translation, which is SUPER wierd. Since that pivot thing is not doing anything, I did just remove those connections and then the cycle dissapeared! And, of course, the animation was there exactly as before. So now the question is if this is a MAYA bug since forever or what the hell is that pivot connection doing or is it needed at all?
4 роки тому
Another problem you get when you do your way and put your camera constrained to a temp locator constrained to the actual path is this: If you do that, for some unknown reason, you lose your custom camera name in your render tokens! So, if you name your camera as I usually do "RenderCam_01" for example, if you constraint your camera to the temp locator, then your render token will be named "RenderCam_01Shape" instead, which ruins completely the render tokens benefits. Cheers.
@ actually, when using the Motion Path constrain, Maya makes the translation and rotation of the object being attached match those of the path. You can try simply breaking the connections to the rotate channel in the channelbox. I find it easier to simply point constrain the camera to the locator this way (assuring translation changes only). Here's a link to an Autodesk forum where they explain in a bit more length: forums.autodesk.com/t5/maya-animation-and-rigging/camera-following-a-path-turn/td-p/6247261
@ Re: the naming issue, I actually just noticed this (hadn't paid attention to it before). Since the issue stems from the naming, have you tried point constrain? It does not change any of the shapes, or nodes names on my end. Another one would be to add the camera name after the rig is set up, overriding the name provided by the constrain (I know it's an extra step, but with the current workflow seems necessary). I'll dig more into this one to see if I find more info. Cheers!
Hi Carlos, it is a bit difficult to address your issue without seeing the actual scene. That said, perhaps you want to make sure that your keyframes are linear to avoid the issue of movement.
Hi, An error pops up when I press 'attach' (when attaching camera to motion path). Someone suggested renaming maya files so I have tried that and it didn't work. Any suggestions? Thanks in advance
@@beccafull9806 Well, without knowing what the error says, it's kind of difficult to pin point what might be happening. Let's try this, is you camera a 1-node or 2-node camera (meaning, when you select your camera, open up its Attributes Editor panel, and under Camera Attributes/Controls make sure to use Camera, not Camera and Aim, nor Camera, Aim and Up). 2-node cameras (cam & aim) will cause errors. Let me know if this works.
Hello J, there are several ways to control the speed of the camera through the path. The camera seems to be going at a constant speed, but in reality, it accelerates out of the first frame, and decelerates as it comes to the last frame. If you select the camera after attaching it to the path, you will see in the MotionPath tab (under the Camera AttributesEditor panel) that the Camera actually has key frames set up upon attaching it to the path (the U value box should be red). With this in mind, the best thing to do is to go to the Windows drop down, go to Animation Editors/Graph Editor. With the Camera selected, you should see a Bezier path which represents the camera motion path. This Bezier path allows you to control, increase or decrease the speed, or to add extra keyframes as needed. Cheers!
thank you bro i really needed tht information for my 12th board exam of media.
I am satisfied with the proper explanation given by you thankssssssss
❤
Sir Claudio, thank you so much for taking the time and explaining this! It is essential information.
Very well explained. Straight to the point.
i love you man you save my jobs for school thanks
i wanna have on the same renders 2 cameras, one will do some sort of animation from frame 1 to 50
and the next will do some sort of other animation from 51 to 90
is there a way to do it or i need camera sequencer for it ?
nice tutorials, thank you :)
Now Question is How can i save the video
Abit late but said id ask anyways. First thank you for the video. Im trying to animate a camera like shown, and so far everything works as shown, however, i would like the camera to start at the other end of the curve. Basically the camera is finishing where i wanted it to start. Thanks again for the video.
Hi, you can control this in the Windows/Animation Editor/Graph Editor. When you select the camera, the curve that appears in the graph editor represents the motion of the camera. Simply reverse the curve (start high, end low), and you animation will be reversed. Cheers!
@@iguanazo12 Thank you
@@iguanazo12 i dont see anything in the graph
Hey I'm quite new to using maya for this as I'm only now playing around with cameras to show off a model of mine for a showreel. I was just wondering how I would go about exporting this?
Hi there, which version of Maya are you working with?
Who you opened the 4 cameras?
Hi, I presume you are asking as to how I got to the 4 viewport layout? If so, simply place your cursor over the viewport and quickly tap the spacebar on your keyboard. You can also click on the button with 4 squares in the left side navigation (4 from the bottom). I hope this helps.
thank you so much~~
Thank you.
how can I make the camera do multiple rotations? Doesn't matter how I change the U value it only does 1
Hi, thank you for your question. This is actually a bit of a process, so let's get started. First, before you attach the camera to the curve, make sure that the curve is closed. You do this by switching your menu options to Modeling (drop down menu below the File/Edit?Create area), then selecting the open curve, going to the Curves menu, and selecting Open/Close. Then you can attach the camera to the curve how I showed in the video. Once you have attached the camera, you will notice that the animation is as long as however many frames you have on your scene (120 frames is the default). You will have to extend your timeline, or change the time of your last frame, to be able to have more time for several turns. To extend your timeline, click the little character running-from-a-gear button at the bottom right of the interface, and in the window that opens change your ending frames for playback and animation (if your original animation was 120 frames, and you want to turn 3 times, you will need at least 360 frames). This done, click save. Then, go to the Windows drop down > Animation Editors > Graph Editor. This window shows your keyframes for the start and end of your camera animation. Notice that, by default, Maya applies easy in and out to your keyframes (the little curve on the path). If you wish to repeat the same ease in and out, then simply select the last keyframe and start to roll your mouse over the buttons above the motion graph to see the names of each option. From Right to left, the 5 & 6 buttons are called the Post Infinity Cycle options. Either one of these will allow you to repeat the animation past the final keyframe.
If you wish to control the animation itself, then you can add/remove/repeat frames in the graph to have complete control of how the camera moves on the scene. I hope this helps!
@@iguanazo12 hey thx for the detailed answer but I don't think post infinity works, I've also closed the curve. I'm actually just trying to have a character run in circles using motion path and the only way that I've got it to work is to copy and paste the U value curve (from 0 to 1) over and over again. So my curve would go from 0 to 1, that's 1 full rotation and the very next frame it goes back to 0, and shoot up towards 1, completing another rotation, so on and so forth
I have question is there a way that i can stop the camera for few seconds and move on?
Hello DIno, the short answer is yes. There are several ways to do this. The best way, which offers the most control, is to use the Graphing Editor. When you attach an object to a path, Maya creates animation to move the object based on the amount of frames you have in your timeline. Once you have attached the object to the path, make sure to select the object (camera in our case), then, go to Windows > Animation Editors > Graph Editor. This opens a graph of you objects animation. There are a lot of properties in this window that allow you to control the motion. With the graph editor open, slide the time marker (yellow arrow on the graph editor timeline) to the frame where you wish to stop. Then, right click the graph curve to Insert Key from the flyout menu. Next, deselect all the frames (by clicking on the gray area of the graph). Then, select the frame you just added. In the Graph Editor menu bar, go to Edit > Copy. Next, move your time marker to the point where you want to resume the motion. Once there, in the Graph Editor menu bar, go to Edit > Paste. This makes a copy of the same frame values. Now, by default, your graph will be non-linear (you will see a small curve between the key frames you just created). To remove the tangent, select the latest frame you created and in the icons on top of the graph editor look for the one that looks like a horizontal line with 2 white little boxes on each end and click it. This makes you animation linear coming into the new frame, which removes the tangent curve. I hope this helps! Cheers
@@iguanazo12if its possible can you show me on video? i tried to follow what you mention or you can send me a video clip on my email!
Here you go Dino, ua-cam.com/video/IdYbiCb7RIk/v-deo.html I hope this helps!
How can I anímate an oject independently from the motion path at the biggining and after a few frames continue the animation with motion path?...if I key the object it doesn`t follow the motion path even if the motion path starts afterwards
Hi Javier, there are several ways of approaching this issue, but perhaps the fastest way is to use parenting. The idea would be to have an object animate on the path (as I show in the tutorial). I would choose a Curve, or something that does not render by default. This object would be animated on the path as the camera was in the tutorial. Next, I would make the camera a child of the object (Select the camera, Shift select the object, then press the P key on the keyboard, or you can use the Outliner Panel to MMB drag the camera under the object). Then, the camera will follow the object, but as a child, you can keyframe the camera independently. I hope this helps!
@@iguanazo12 thank you..yes I just put it inside a controler
@@iguanazo12 thak you, I have another one..when I do an Orient Constraint of an object to a locator I can make it turn fine but only on his original position, if I translate the object and after that I translate the locator (so far this is what I want) I can not rotate any more on his one axis, the rotation is diferent
@@javiermonto5108 Hi, if I understand correctly, you have Orient constrained an object to a Locator. If so, constrain will force the object to follow the Locator's orientation, until you override it by adding keyframes to the object's orientation. Once you add keyframes, the constrain stops. Position changes should not affect your orientation constrains. Did you orient, parent or point constrain?
@@javiermonto5108 I am having a bit of difficulty understanding your scene situation. From what I understand, you have a geometry group that you have animated (character walk). You already have this walking cycle animated. If so, you are using a Locator to create an orientation constrain so you can turn the character. If this is so, then I would suggest completing the walking cycle first, then adding the constrain as the last step. Then animating the rotation via keyframes on the Locator. Keep in mind that this is not the same as a parent constrain (which controls everything), or a point contrain.
how can you play with the speed of the camera,it seems it goes in constant speed throughtout
Hello Alvis, there are several ways to control the speed of the camera through the path. The camera seems to be going at a constant speed, but in reality, it accelerates out of the first frame, and decelerates as it comes to the last frame. If you select the camera after attaching it to the path, you will see in the MotionPath tab (under the Camera AttributesEditor panel) that the Camera actually has key frames set up upon attaching it to the path (the U value box should be red). With this in mind, the best thing to do is to go to the Windows drop down, go to Animation Editors/Graph Editor. With the Camera selected, you should see a Bezier path which represents the camera motion path. This Bezier path allows you to control, increase or decrease the speed, or to add extra keyframes as needed. Cheers!
Hey there, for some reason, if you constraint a TWO node camera (camera and aim) to the path (so you attached the camera to the path, NOT the aim obviously), you get always a cycleCheck warning. Do you know why is that happening?
Hi Jose, the only logic I find around this is that the 2 Node camera has a rotation constrain (input connection on the rotateX value). This is how the camera rotates toward its target as you move it around the scene. The attach to motion path action seeks to override this constrain, but it can't (due to the 2 node nature of the camera). A way to circumvent this whole situation is to create a Locator object and attach it to the motion path. Then, on the Outliner window, Middle Mouse drag your camera (only) into the locator (so the locator becomes the parent of the camera), and then the camera will follow the motion of the locator, while still pointing to the aim node. I hope this helps!
@@iguanazo12 Excuse me but I don't think so. The way I see it, if you constraint the camera to the path WITHOUT the "follow" attribute, then the camera shoudn't get any rotation from the path and just only from the aim locator. But I found that the cycle you get when doing this path constraint is from the translation, NOT the rotation. And that's VERY wierd because the camera should get translation information JUST from the path and nothing else, so you shouldn't get any cycle at all.
So here is the situation..., for some reason, when you do this path constraint, you get the cycle BECAUSE the camera, is, in fact, receiving translation information from both the path itself AND camera's own pivot translation, which is SUPER wierd.
Since that pivot thing is not doing anything, I did just remove those connections and then the cycle dissapeared! And, of course, the animation was there exactly as before.
So now the question is if this is a MAYA bug since forever or what the hell is that pivot connection doing or is it needed at all?
Another problem you get when you do your way and put your camera constrained to a temp locator constrained to the actual path is this: If you do that, for some unknown reason, you lose your custom camera name in your render tokens!
So, if you name your camera as I usually do "RenderCam_01" for example, if you constraint your camera to the temp locator, then your render token will be named "RenderCam_01Shape" instead, which ruins completely the render tokens benefits.
Cheers.
@ actually, when using the Motion Path constrain, Maya makes the translation and rotation of the object being attached match those of the path. You can try simply breaking the connections to the rotate channel in the channelbox. I find it easier to simply point constrain the camera to the locator this way (assuring translation changes only). Here's a link to an Autodesk forum where they explain in a bit more length: forums.autodesk.com/t5/maya-animation-and-rigging/camera-following-a-path-turn/td-p/6247261
@ Re: the naming issue, I actually just noticed this (hadn't paid attention to it before). Since the issue stems from the naming, have you tried point constrain? It does not change any of the shapes, or nodes names on my end. Another one would be to add the camera name after the rig is set up, overriding the name provided by the constrain (I know it's an extra step, but with the current workflow seems necessary). I'll dig more into this one to see if I find more info. Cheers!
Hey my camera kinda shakes around the circle :( how can i fix it?
Hi Carlos, it is a bit difficult to address your issue without seeing the actual scene. That said, perhaps you want to make sure that your keyframes are linear to avoid the issue of movement.
u can fix : makeNurbCircle1> Fix Center (out) in Attribute Editor
Hi, An error pops up when I press 'attach' (when attaching camera to motion path). Someone suggested renaming maya files so I have tried that and it didn't work. Any suggestions? Thanks in advance
Hi Becca, could you share what the error message says? This way i can troubleshoot on my end.
@@iguanazo12 It just comes up down the bottom in a red bar and says //error: line 0: see the warnings) I have a screen shot but can't share on here
@@beccafull9806 Well, without knowing what the error says, it's kind of difficult to pin point what might be happening. Let's try this, is you camera a 1-node or 2-node camera (meaning, when you select your camera, open up its Attributes Editor panel, and under Camera Attributes/Controls make sure to use Camera, not Camera and Aim, nor Camera, Aim and Up). 2-node cameras (cam & aim) will cause errors. Let me know if this works.
@@iguanazo12 ok I'll give it a try
I am in Australia and it's 12.47am, so I will try in the morning :)
HI Claudio, I checked that attribute setting and it seemed as it should be, I made a video of the error.. ua-cam.com/video/wSbUvpG0k0c/v-deo.html
Love ya
Good👍thx!
How to control speed of camera moving
Hello J, there are several ways to control the speed of the camera through the path. The camera seems to be going at a constant speed, but in reality, it accelerates out of the first frame, and decelerates as it comes to the last frame. If you select the camera after attaching it to the path, you will see in the MotionPath tab (under the Camera AttributesEditor panel) that the Camera actually has key frames set up upon attaching it to the path (the U value box should be red). With this in mind, the best thing to do is to go to the Windows drop down, go to Animation Editors/Graph Editor. With the Camera selected, you should see a Bezier path which represents the camera motion path. This Bezier path allows you to control, increase or decrease the speed, or to add extra keyframes as needed. Cheers!
@@iguanazo12 oh thank u for ur replay 😍 love from India and u from?