Whobble Camera effect

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  • #201520
    Anonymous
    Inactive

    Ok here’s the question:
    anybody knows how to achieve this effect inside c4?should I use scripting?if so wich is the corresponding value for the camera?
    Thank’s

    #215220
    kryptic
    Participant

    OK I did it with a null object targeted to the main object of the sequence, followed by the camera.
    Then I just animated the Y rotation of the control(null) object.
    If anybody knows a script lemme know plz.
    Thank’s

    #215216
    Richard
    Participant

    Find a shot from anywhere that you or the client likes, that has a little wobble in it, I’m sure you’d have heaps of reference at your fingertips – then just Track it or use this as your base…..

    job done!

    #215219
    kryptic
    Participant

    That’s another solution but it won’t allow me to have the total control on the movement.
    Thank’s anyway

    #215218
    postist
    Participant

    get genarts sapphire, its got a customizable camera shake plugin…

    #215217
    Richard
    Participant

    It will allow you to have ‘Total Control of the movement’, as you will have all the track data etc…. there is nothing better then live-action.

    #215221
    kryptic
    Participant

    Ok thank’s a lot mates.
    I’m gonna refine my technique following your tips.

    #215223
    James Jacobs
    Participant

    you could also use the math operations,
    i.e. have 2 keyframes for you camera then set the last keyframe to relative repeat,
    then in math operations theres a convert operation, this will then give you more keyframes
    to use with more math operations like scale, average.

    #215224
    Stephen Davidson
    Participant

    Whilst my question is not directly about C4 I though I might be able to get an answer here.

    Camera-shake tools such as the sapphire plug-in are technically 2d camera shakers. I am working in fusion mainly, and if you composite a shot of several layers (which are technically at different depths) and then used a camera shake tool it would not technically look right (I am being extremely picky here) since there should be some parallax between the layers due to their depth difference.
    If the shaking of the camera is viewed as a transform of it then it would be logical to space the composite layers in 3d space at their correct depths and render it through a 3d camera, then if the camera moves the parallax between the layers would be correct. This obviously works for a full camera transform but the camera shake tools no longer work since they can only shake the 2d rendered image of the 3d scene (ie. same problem as before).

    Is there an easy way of creating a controllable 3d camera shake?

    #215222
    Anonymous
    Inactive

    @Springything 23692 wrote:

    Is there an easy way of creating a controllable 3d camera shake?

    I think it depends on what types of scripting capabilities you’ve got.

    The typical camera shake script might contain a combination of features. First think you’d probably want is a gaussian function to return some random value. Using that, you can multiply the result each frame by the position of the camera in space. You could also multiply that result by some ‘maximum deviation’ and add that to the current rotational value of the camera on your choice axes.

    I’m not a fan of shake scripts that modify every frame of the motion. I prefer to run some something that will set keys on the camera at specific points in time – allowing the software to fill in the blanks and interpolate between these results. It is much more realistic because real camera shake isn’t a discreet jump from point to point.

    Regardless of the axis of rotation or translation, shake is shake. The method of taking shaky footage and tracking it gives you tons of great data (after you remove the every-frame-has-a-key) to work from. Then you can take the X movement and maybe invert it and apply it to the Z channel.

    I’m not sure if anyone here uses Lua script, but here’s a quick snippet of code that may get you somewhere:

    function gaussian(t)
    if init == 0 then
    init = 1;
    random_0 = math.sqrt(-2.0 * math.log(math.random() + 1e-8));
    random_1 = 2.0 * 3.14 * math.random();
    return random_0*math.cos(t*random_1);
    else
    init = 0;
    return random_0*math.sin(t*random_1);
    end
    end

    For your shake, this will depend on your scripting system capabilities (I make no warranties this will even work right…)

    local pos = Point3d (positionOfCamera)
    local t = gaussian(currentTime)
    local newPos = pos : Clone() : Multiply ( math.sin (time * t) )

    Then set the new position of the camera to newPos.

    Another option that just adds some offset to the position value of the current camera (or object). Basically this script would get run every some odd number of frames – more frequently for more violent shake, less frequently for a wander-type movement. That would be if you could modify the position using the script of your camera at some point in time and your application will interpolate those results.

    local pos = Point3d(positionOfCamera);
    local t = math.sin( t*gaussian() )
    local newPos =Point3d(t,t,t)
    return pos : Add( nPos )

    The best shaker scripts I’ve used all contain some type of gaussian function in combination with sin/cos methods. But, how that translates to your application of choice, I have no idea. :

    good luck.

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