The best part of this modular approach to camera animation is you can easily add extra elements to your camera's movement. If you want to add camera shake, you can add another empty in the middle of the parent chain and add a graph modifier or whatever to make it shake without touching the camera's keyframes
Love your content, building a good camera rig gives so much creative freedom. Just a quick tip for anyone afraid of being caught for using basic camera settings - Don't In the film industry, they use blender default camera settings almost all the time, but in real cameras tho. If you don't know much about cinematography, then a quick tip would be to use only 3 different types of focal lengths, I would suggest: 85mm for close-ups 50mm for mediums 35mm for totals Adjust the Depth of fields so only 2/3 of the background is blurred. So when shooting with 85mm try increasing DoP to 5.6 and decrease it to 1.4 when shooting with 35mm Stuff like this matters if you intend to make short animations, with multiple camera angles.
100% agree. I didn't mean it as an attempt to make people feel insecure if they had done that or continue to do it. Definitely should have worded it better. Appreciate you laying it out like this.
@@attimp4 Oh no, Thank you! But it is still true, that beginners often skip that part, especially if they have been modeling and sculpting for hours. It's just that I sometimes see people go to absolut extremes when choosing a camera setting. And I also had to defend my 50mm lovers out there.
In the camera setting, look at the lowest option in the fisheye drop-down! It's got a fantastic camera, with a ton of options for lens distortion, focal length, depth of field and like pretty much anything you can think of. Since they're strange values, it's a little weird, but once you get used to it, it has some phenomenal options for camera lens types. Also in the track to modifier, the slider below let's you choose how intense it's changing the camera position and whether it's locked or not. So if you just turn in down to say .5 you can still get camera track while animating keyframes!
thanks for the shorter tutorial.... this is super helpful.... would literally have never thought of doing any of this stuff to help my animations.... cheers :)
If you use an empty cube instead of a mesh, you don't have to worry about the cube casting shadows. Also, you can combine both methods, parenting the camera to the empty cube, then making the empty follow the path.
You definitely can, I prefer the cube so I can orient it a little easier in my brain lol. But yeah I always turn off all the visibility options under the object properties.
Nice video! I'd suggest to use an emtpy instead of a cube, so you won't get any unwanted reflections :) I really like your tutorials and your rendering-style atti, I hope to see a lot more from you!
wondering why you would bother with the circle curve and constraints when you could just parent an empty to the armature and then parent the camera to the empty. Keyframe a rotation on the empty for the same exact tracked orbit effect, but now you can still move the camera independantly
Why don't you use just an empty and parent camera to it and add constrains to and empty? that's a method to rig a camera to something yeat have a control on your framing that's so easy
I spend a lot of time scrolling through product ads from the 70s and trying to recreate the lighting. To be honest it is all in the lighting and materials. I have a couple breakdowns on my patreon on my specific style but there are tons of free lighting and material assets on youtube.
uhg. this is terrible., in all ways, I hate that blender doesn't give you camera rig option and for ever scene you need to custom this up with parenting. POS camera system. don't even get me started on how their "real world camera" gives no bokeh for macro at 1.2f. Blenders cameras should be re-done at this point, they are like after effects cameras.
Blender does come with a camera rig and camera turnaround tools and has since 2.79. F4 or edit->Preference->Addons. You have Camera Rig addon which allows you to add a dolly camera or crane camera rig from add menu. newer versions also have a 2D camera rig for use with grease pencil. Then there is also the camera turnaround addon which helps to create a quick turnaround animation for modelers to show off their work. It also works great with Tri-Lighting addon for a quick way to show off your models.
@@dillenbata those rig tools are not very intuitive they're just simple parents with a constraint. I've made better cam drivers but the issue about the actual camera it's self is my biggest problem.
@@chillywilson it's literally a armature rig. It works just like a real world dolly system plus a literal target for where the camera points. You do have to select rig and go into pose mode. Not to mention you can adjust camera focal length in the n-panel. I guess to each there own
@@dillenbata yes I know, that's where cam rigging starts it's super basic. This is why I like to make diver constraints to control the cam. You can add bone drives to control all the aspects of the cam. But "THE CAMERA" it's self need to be reworked as well as the standard rig. Like it's DOF to aperture settings is extremely wrong compared to the real world camera systems.
What do you think of DemoCreator? I'm going to be honest the screen drawing is clutch
Wondershare is super predatory. Not gonna lie, disappointed to see you take money from them.
Really love the effort you put into your sponsor and your sponsor choice
@@officialstevenma 🤣🤣Have you tried iit? I believe that you'll love it
The best part of this modular approach to camera animation is you can easily add extra elements to your camera's movement. If you want to add camera shake, you can add another empty in the middle of the parent chain and add a graph modifier or whatever to make it shake without touching the camera's keyframes
Love your content, building a good camera rig gives so much creative freedom.
Just a quick tip for anyone afraid of being caught for using basic camera settings - Don't
In the film industry, they use blender default camera settings almost all the time, but in real cameras tho.
If you don't know much about cinematography, then a quick tip would be to use only 3 different types of focal lengths, I would suggest:
85mm for close-ups
50mm for mediums
35mm for totals
Adjust the Depth of fields so only 2/3 of the background is blurred. So when shooting with 85mm try increasing DoP to 5.6 and decrease it to 1.4 when shooting with 35mm
Stuff like this matters if you intend to make short animations, with multiple camera angles.
100% agree. I didn't mean it as an attempt to make people feel insecure if they had done that or continue to do it. Definitely should have worded it better. Appreciate you laying it out like this.
@@attimp4 Oh no, Thank you!
But it is still true, that beginners often skip that part, especially if they have been modeling and sculpting for hours. It's just that I sometimes see people go to absolut extremes when choosing a camera setting. And I also had to defend my 50mm lovers out there.
Omg you summarized this really well!!! Sending thanks as a complete noob in camera settings :D
I do these camera rigs for all my projects, but better to use an empty object than a cube or primitive shape, it keeps the viewport clean
tbh best sponsored ad I've ever watched on a channel. Very creative and pleasant to watch
thank you🤗
In the camera setting, look at the lowest option in the fisheye drop-down! It's got a fantastic camera, with a ton of options for lens distortion, focal length, depth of field and like pretty much anything you can think of. Since they're strange values, it's a little weird, but once you get used to it, it has some phenomenal options for camera lens types. Also in the track to modifier, the slider below let's you choose how intense it's changing the camera position and whether it's locked or not. So if you just turn in down to say .5 you can still get camera track while animating keyframes!
Like your approach to adding ads in the video. Its really creative and i dont want to skip that thing. Keep it up!!
also buttery's edit on the bg is fkn great
The passe-partout setting is great! I was using ctrl+B to render only my frame but this might be even better, thanks!
Awesome video !!!
one suggestion , when applying camera follow path constrain clear camera location . then it will follow the curve properly
Brotha almost gave me a heart attack with that segue.
Thought my PC crashed while rendering something in the background
Everytime I see a new atti video I know im about to learn something new 👍
These constraints are sick!
thanks for the shorter tutorial.... this is super helpful.... would literally have never thought of doing any of this stuff to help my animations.... cheers :)
Cool Camera tricks! I'm going to use your way for sure man! Thanks for sharing!!
I will love to see more videos like this also color and lighting.
If you use an empty cube instead of a mesh, you don't have to worry about the cube casting shadows. Also, you can combine both methods, parenting the camera to the empty cube, then making the empty follow the path.
You definitely can, I prefer the cube so I can orient it a little easier in my brain lol. But yeah I always turn off all the visibility options under the object properties.
i really love the thumbnail
That's exactly what I was looking for thank you very much
Hahahaha I absolutely love the Sculpey/Play-Doh avatar 😂 it's so freaking good 🙌🔥
Thanks for sharing your knowledge. This is very valuable material for product shots.
from this ad intro I had almost got a heart attack
I'm rendering something heavy right now and when 0:28 happened i thought i had run out of RAM or something
first time ever I enjoyed watching a sponsor XD
thank you😆
Please do a video on the material in the thumbnail it looks so nice
The funny thing is your personal lip sync is way better than the DemoCreators :D
atti>>>>
Nice video!
I'd suggest to use an emtpy instead of a cube, so you won't get any unwanted reflections :)
I really like your tutorials and your rendering-style atti, I hope to see a lot more from you!
Thanks for the tutorial! I've been diving more into animation in blender and haven't really played with constraints before, so this is super useful.
You have got a new subscriber. 😁
Subscribed, thank you so much this was very helpful
ANOTHER ABSOLUTE INSANE UNREAL ONE OF A KIND VIDEO FROM ATTI
nice .i loveeee Blender
Wonderful
thank you
wondering why you would bother with the circle curve and constraints when you could just parent an empty to the armature and then parent the camera to the empty. Keyframe a rotation on the empty for the same exact tracked orbit effect, but now you can still move the camera independantly
Was more about showing off that a camera can be set to follow a curve, but yeah you could definitely do that. Whatever works for you 👍
❤
Would be better to use an empty instead of a cube for the camera rig
Blender has 2 built-in camera rig add-ons.
I did not know that. What are they?
The goat
2:47 Does this also improve render time by any chance?
no it does not unfortunately
Why don't you use just an empty and parent camera to it and add constrains to and empty? that's a method to rig a camera to something yeat have a control on your framing that's so easy
I'm not 100% sure what you mean but there are TONS of ways to rig your camera. Was only showing off a few that I used regularly.
Random question ,, im trying to get my artstyle like the still used in this thumbnail! Would you know any tutorial /resource?
I spend a lot of time scrolling through product ads from the 70s and trying to recreate the lighting. To be honest it is all in the lighting and materials. I have a couple breakdowns on my patreon on my specific style but there are tons of free lighting and material assets on youtube.
1:51 me naked on the balcony
what do I need to turn on in the settings to move the camera freely? like you do at 2:22
walk/fly, it's under addons. I think the default shot cut is Shift `
So, we really went from calling those images "renders" to calling them "art". When meaning is optional.
what the fuck are you talking about LOL
invalid discord link ):
clickbait + right off sponsor + artistery cliches = total waste of time atti never coming back
👋
u are a duro
uhg. this is terrible., in all ways, I hate that blender doesn't give you camera rig option and for ever scene you need to custom this up with parenting. POS camera system. don't even get me started on how their "real world camera" gives no bokeh for macro at 1.2f. Blenders cameras should be re-done at this point, they are like after effects cameras.
Blender does come with a camera rig and camera turnaround tools and has since 2.79. F4 or edit->Preference->Addons. You have Camera Rig addon which allows you to add a dolly camera or crane camera rig from add menu. newer versions also have a 2D camera rig for use with grease pencil. Then there is also the camera turnaround addon which helps to create a quick turnaround animation for modelers to show off their work. It also works great with Tri-Lighting addon for a quick way to show off your models.
@@dillenbata those rig tools are not very intuitive they're just simple parents with a constraint. I've made better cam drivers but the issue about the actual camera it's self is my biggest problem.
@@chillywilson it's literally a armature rig. It works just like a real world dolly system plus a literal target for where the camera points. You do have to select rig and go into pose mode. Not to mention you can adjust camera focal length in the n-panel. I guess to each there own
@@dillenbata yes I know, that's where cam rigging starts it's super basic. This is why I like to make diver constraints to control the cam. You can add bone drives to control all the aspects of the cam. But "THE CAMERA" it's self need to be reworked as well as the standard rig. Like it's DOF to aperture settings is extremely wrong compared to the real world camera systems.