Tutorials
Camera animation
01 Animation frame rates
The first thing to understand with animating a camera is how many frames are required. For example, a quick turntable of a model may only need 15 frames a second to go around it. To see more detail, a higher frame rate may be required. Remembering that each frame is a whole new render, make sure to balance the time it will take to render versus the quality needed. For instance, if an animation is looping, only render one loop and then repeat it using editing software.
02 Keyframes And Curves
Most objects, including a camera, are animated via keyframes that are controlled on a timeline, and can be repositioned to suit the animation required. More detail on the movement of animation can be accessed by opening the ‘curve’, which serves to give a representation of the acceleration of the animation. If the curve is straight, this means that the animation is linear, which is then perfect for seamless looping camera movements.
03 parent with CAMERAS
Using nulls or locators to animate a camera is a great way to make sure that it is easy to track movement. By parenting the camera, it can orient around a specific point. Using parenting also allows for locators or nulls to be used for one specific movement subset such as panning or orientation, making it much easier to troubleshoot any movement issues. Nulls and locators can also be used as targets for the camera to follow. In fact, many 3D applications offer a targeted camera as an object type.
04 Add Motion Blur
Motion blur is a great way of introducing realism to an animation. However, it can have a detrimental effect on render times. This impact is reduced when using Gpu-accelerated rendering software, so motion blur is now being used at render time instead of being applied in post. Frame rates affect how much motion blur can be seen, taking into account how much a real-world camera’s film gate would be turning. There are many guides online to help you achieve the ideal amount of blur.