- [Instructor] And there's one other method
that we can use that is actually quite useful
for these types of walkthroughs as well,
you have a little bit more fine tuning on the path
that the cameraman is taking.
I'm gonna use another camera here,
and actually, another motion study.
So let's say I'm happy, or I'm finished
with this free path here.
Then you go into spline path.
Yeah, so this is a completely new animation now for me,
and I'm gonna use a completely new camera for it as well,
so it's essentially a new project, let's say.
For one, what I'm using here is an actual sketched path.
So within this assembly, if I jump to my assembly tree here.
I'll just jump into a isometric view, or so.
Just so we can take a look, okay.
So I've actually drawn a sketch called Path here,
we can see it, maybe I'm gonna show it here,
so I'm just gonna click this eyeball icon to show my path.
So now I have a sketched path here,
and essentially, I can tie my cameramen dead on that path,
so he's just gonna walk and follow it exactly along.
So we'd just have a little bit finer control
over my cameraman's movements in this sense.
So I'm gonna go to this new study here, this spline path.
In this case, I'm gonna use a new camera path camera here.
Gonna go to zero seconds again,
and right-click on my Path Camera and go into my Properties.
And it's a similar idea,
so I'm gonna have my two views here, something like this.
Like this.
Except what we have is a target point, and camera position.
And so in addition to just being able to move our camera,
and our camera viewpoint anywhere we'd like,
we can actually tie them to specific targets.
So I can say target point,
and maybe click anywhere on my path here.
And what that does is it's now telling me
exactly where my cameraman should be pointing on my path,
so notice I'm dead on that path now.
And then just below that, I also have camera position,
and similarly just how I tied this viewing point to my path,
I can actually tie my camera to the path as well.
So I click on Camera Position here,
click somewhere on my path here as well.
And now notice my camera, or cameraman,
is tied dead on that point as well.
And in addition to this, we have percentage distance
along our path, or our edge,
or whatever target we've thrown on.
So you can play around with this
just to see exactly what it is.
But essentially, it's how far up the path
my specific point is, so here's my viewing point.
Y'know, 50 percent along, 100 percent along,
whatever it might be.
And how far my cameraman is up along the path as well,
is he 50 percent, 10 percent, 30 percent, so on.
So essentially, where my cameraman is positioned
and where he's pointing.
So what I can do now at zero seconds
I'm gonna start them almost both at zero.
So what I'm actually gonna do is
I'm gonna start the cameraman at zero percent,
so he's right at the start of the path there.
But what I'm actually gonna do here is,
you can put it at anything you like, five percent,
one percent, something like that.
Just 'cause you'd like it to probably be
slightly in front of the camera, not behind the camera,
or else you'd be turned in the opposite direction.
So I'm gonna say one percent up the path.
So you can see now,
my cameraman is always pointing one percent ahead,
so he's gonna be real close to his target point
and he's just gonna follow it along the path.
So at zero seconds, my camera is at the end of the path,
and I'm pointing one percent up the path.
And I can just hit the green check.
So now I've set my zero second time, and it's a similar idea
we just have a little bit more fine control here now.
I can just move ahead,
so I'm just gonna click and drag my time bar here,
let's say to about, say 18 seconds or so.
Then at 18 seconds, I'm going to change how far
my cameraman has moved up the path there.
So I'm gonna go back into this Path Camera.
Again, I should right-click and make sure
Disable View Key Creation is not enabled,
which it's not, so I'm okay there.
I'm gonna just right-click on my Path Camera,
jump back into properties.
And at 18 seconds now, I want to move my target point up.
So I can see it going along the path,
I'm actually gonna go all the way around,
so from zero to 18 seconds,
I'm gonna be moving all the way around.
So I'm gonna change this to 100 percent,
and the camera I'm gonna change as well,
to let's say, 99 percent up the path there.
So my zero second time, I'm right at the start of the path.
And my 18 second time, I'm right at the end of the path,
so I should just follow exactly behind my viewing point
from that zero to 18 seconds.
And if I just hit the green check there.
So notice I see the key points coming in
under my Path Camera, from zero to 18 seconds.
And again, I can just play through here, take a look.
And I should be starting at zero seconds there,
and kinda following that path exactly,
turning around the path.
And then coming on back, so it's a little bit smoother,
you can probably see, than the free path.
As I just had a lot more fine control
'cause I could sketch this path
to be exactly the way I'd like it.
So from this we can see that walkthrough animations
can be generated by editing a free camera,
or by tying a camera down to a specific path.
And of course we can also use any combination
of these two methods.