Object “camera” identifies the chosen viewpoint for generating images of our scene.
Rotating the camera
We have seen that selecting Camera (for this we select the icon that represents it with the right mouse button) axes appear to us (RGB) that allow us to change their position (axes dragging with the left button).
But we have not changed so far the camera orientation, so we can not change the viewing direction.
To rotate the camera, once selected, proceed as with any object in Blender. Press the key “R” (Rotate) and, in the window that have active, will move the cursor (mouse) until the desired orientation.
Rotation, identically to that of any object, can be limited to one axis. For example, if you rotate the shaft axis of rotation “The” (color azul) we press “R” and then the key “The”, whereby the rotation is carried on said shaft.
Will be discussed below in detail the system of axes, as discussed, can be associated to space (global axes) al object (local axes, normal…).
The icon representing the selected camera, appears a dashed line indicating the orientation is at all times during rotation.
This auxiliary line on the icon facilitates proper alignment of the camera with scene objects, but really the most interesting result of rotation can be observed in the camera window. Our final image when it has changed the viewpoint projection.
The camera rotation is useful for very different concepts, such as doing an overview of a scene and object tracking. By combining the movement of the camera and rotation, images are obtained very marked variations, generating sense of dynamism in the scene.
When we start with the animations we see that it is not easy to follow a manually defining object camera orientation. There are mechanisms that facilitate the control of both the position and the viewing direction.
Keyframing technique will be when we study the animation of objects. The camera is an object and shares with them the same treatment in many respects.
We can define a “target” or “Target” to determine the orientation of the camera, so that “note” at all times to a specific element of the scene; The selected object can have its fixed position or otherwise be in motion.
With gentle movements makes distant objects with little variation in the rotational speed of the camera.
- To set the object to follow select first “follower”, holding down “Shift” then identify the object to be tracked and finally will press the key combination “Ctr + T” (of Track).
- To break the relationship rather than the key “Ctrl” we use “Alt“, namely “Alt + T“
A new menu allows us to determine different modes of “anchorage” between the object and the objective.
The camera can follow the object , but the tracked object can be reoriented during movement also ( (TrackTo Constraint , LockTrack Constraint y Old Track)). Different movement restrictions were detailed at the time, suffice it for now to think that an object can “point” another in different ways.
Another option is to define a hierarchical structure among objects. A wheel of a car has a proper motion and another that depends on the car. We think it is “daughter” the car that is the “father”, If the parent moves, child object moves similarly. This affects both the rotations and translations.
We say that an object is “Parent” to another when it is subordinate.
|The camera has as “parent” cubed, moving jointly|
This hierarchical relationship can be used in multiple ways, Suppose for the moment that an object is dependent on a “parent” moves severally as if they were attached to invisibly.
|Rotation “parent” affects the child object|
Movement “son” however, no effect on the “parent”.
- To establish the hierarchical relationship between two objects select first son, then the “parent” and will press the key combination “Ctr + P” (of Parent).
- To break the relationship rather than the key “Ctrl” we use “Alt”, namely “Alt + P“
Tutorial made for version 2.49b