- [Instructor] So now that I have
created some of these cameras,
let's see how we can use these in animation.
So I'm gonna navigate down to my motion study here.
So within an animation I can jump between
any of my numerous cameras I may have,
so in this case, camera one or camera two.
Or I can also make a single camera move.
So again, you can think of this as kind of a movie director.
I might have multiple cameramen
that I can jump between, or I can direct a single cameraman
to move around the set or whatever it may be.
We want to jump back into our orientation and camera views,
do a right click, and maybe again, up to you,
but you can disable view key creation here,
and again, if we remember that, so that just means now
as I change any viewing angle or camera angle,
it's gonna automatically update those keys.
Again, I could leave that disabled.
Then I would just have to manually set all these keys,
but now that I'm working specifically with
viewing angles and camera angles,
maybe I'm gonna turn that off
so it's a little bit more automatic for me.
The first thing, maybe I want to jump
straight into my camera one.
So I'm gonna jump into my camera one here,
just hit the green check,
so now I've jumped into my
exact camera one position at zero seconds.
If I'd like, I can expand lights, cameras,
and scene here as well.
And we'll see that some of my keys will start to be placed
on these cameras that may be changing.
From here, maybe I want to move ahead
let's say a couple of seconds.
One thing I could do, I could actually
click and drag or make a copy of maybe this camera one,
so if I want my camera one
to still be applied at two seconds,
I could do a click and drag with control,
which would make a copy of that key,
and place it wherever I'd like, so maybe about two seconds.
So we can see now from zero to two seconds,
should be my camera one viewing angle
and let's see if we just try to play through that,
you can see that I just have my camera one viewing angle
playing from zero to two seconds there.
Then, what I might want to do,
let's move ahead to say
six seconds or so, and now I'm gonna change
or edit my camera one,
so essentially this would be
telling my cameraman to walk around
or something like this, so I'm gonna move to six seconds,
I'm gonna go into my camera one here,
and then right click and edit the camera,
and then I'm just gonna change it slightly,
so I'm gonna say okay, cameraman,
maybe just move around a little bit,
just walk over here, change your viewing angle,
something like that, and that could even change
where I'm pointing, can change any of these properties
and settings and when I'm happy with that,
just hit the green check,
and now notice, again, this key has been applied
within my Motion Manager, and it's indicating the change.
So now if I play from beginning,
from zero to two seconds should be my initial,
then from two to six my first cameraman
should start to walk around.
So that's how we can move our cameras around
or move our cameramen around,
and of course, you can do this
for as complex animation as you may like.
And then we also have the ability
to jump between maybe different cameras
or different cameramen, so let's say
just at about eight seconds now,
maybe I'll move my time bar to about eight seconds,
and now I want to activate my second cameraman
or my camera two here, so again maybe I'll just
double click in there,
and I'm happy with this already, or I could edit it
or make a new one, whatever it may be,
and hit the green check, say okay.
And now notice my camera key
has been added for my camera two there.
So if we try to play through here,
I can see my camera moving from two to six seconds
and then right at eight seconds,
it should jump to my camera two.
Then I can make edits to my camera two,
jump back to my camera one, and so on.
So you have the two main possibilities there
to jump between as many cameras as you may want,
in this case I'm only using two,
or just use a single camera or a few cameras
and make edits and changes to those specific cameras.
From this we can see that
cameras can be used to generate more specific,
exact and complex viewing angles and camera views
as needed within your projects and animations.