From the course: 3ds Max: Cinematography for Visualization
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Keyframing pan rotation - 3ds Max Tutorial
From the course: 3ds Max: Cinematography for Visualization
Keyframing pan rotation
- [Instructor] When animating rotations for pan or tilt movements of the camera, it's a best practice to isolate the transforms. Perhaps even animate them on separate objects. You might build a rig where one object controls the rotation side-to-side or pan, and another object controls the tilt rotation up and down. But it's not necessary to build a rig to isolate the transforms. We can do that using the curve editor itself. I want to do a pan of this camera across the room here. I'll select the Camera, select the Rotation tool, and choose Gimbal Mode. This camera has already been set up with the proper rotation order, as shown in a previous movie, and to do a pan, all I have to do is drag on the yellow circle in the top viewport, and that's the blue axis, or z axis. Simple enough, but now let's delve a little bit deeper into this. If we keyframe this as it is, either with auto key or with the set key mode, we will, by default, keyframe in all three axes. And the other two rotation…
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Contents
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Recognizing camera animation issues5m 43s
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(Locked)
Rotation in the Gimbal coordinate system4m 1s
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(Locked)
Choosing rotation order3m 2s
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(Locked)
Rigging a camera for animation7m 4s
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(Locked)
Keyframing a truck or tracking shot3m 41s
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(Locked)
Keyframing pan rotation5m 46s
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(Locked)
Keyframing a camera dolly4m 29s
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(Locked)
Keyframing a zoom with Field of View4m 4s
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