I hope I could teach you the basic for getting a smooth and matching camera animation and how you can achieve that!
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Chapters:
00:00 Intro
00:24 The Basics
01:38 First Method
02:49 Second Method
03:20 Third Method
04:01 Final Trick
04:23 Outro
I hope I could teach you the basic for getting a smooth and matching camera animation and how you can achieve that!
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#b3d #blender3d #tutorial #camera
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blender,blender tutorial,tutorial,beginner tutorial,blender beginner tutorial,blender 3d,florin,flo0rin,flammer,cgi,easy & quick,blender tips and tricks,3d,florin flammer,blender camera animation,camera animation,blender camera animation tutorial,blender camera animation with curve,blender smooth camera animation,bezier curve animation,blender follow path,camera follow path,blender pov camera,blender track camera to object,next level blender camera animation
________________________________________________________________________
Chapters:
00:00 Intro
00:24 The Basics
01:38 First Method
02:49 Second Method
03:20 Third Method
04:01 Final Trick
04:23 Outro
One thing tho-
I used do my animations just like u describe in your second method, but I recently changed my workflow to one, that is a little bit more sophisticated and less painful to work with:
It always really annoyed me that the offset of the follow path constraint is realative, not constant.. so every time i wanted to change/edit the path my camera is following, everything that’s somehow timing related breaks apart (timed/animated lights, camera focus empty etc.)
.. which is especially painful the more complex your scene / animation has gotten.
So what I do these days instead (and it only need one extra step) is to use a curve modifier instead of the follow path constraint. - but not on the camera itself (empties can’t use modifiers, only constraints) .. just use a small mesh circle to apply the curve modifier on.
Then just parent the camera to the vertices of the mesh circle.
You then just choose your deform axis like the offset from your typical follow path constraint.
For simpler scenes the usual follow path constraint may be easier and faster to work with, but for more complex projects this adaptation really was game changing for me!