From the course: NUKE NUGGETS
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003 Create a perfect orbiting camera move - Nuke Tutorial
From the course: NUKE NUGGETS
003 Create a perfect orbiting camera move
- [Voiceover] Hi! This is Steve Wright. Welcome you to this week's Nuke Nuggets. How to create a perfect orbiting camera move. Trying to key frame a camera to orbit around an object is both difficult and time consuming. Simply by attaching the camera to an axis node however, a perfect orbiting camera move can be produced very quickly. So let's start by adding our camera. And we'll just hook it up here, in the cam input of our Scanline Render node and of course it's buried right in the middle of our geometry. Next let's add the axis node. I'm going to deselect here so that when I add the axis node I can hook it up there to the camera. Okay, we're good to go. Now let's start by moving the camera out in z by a little bit. So let's start rolling out our camera and let's say we want to put it out to 12 units. Now, selecting the axis node, there's my axis node right there. And it's now a handle on the camera so if I move the axis node, the camera moves, right? Okay, so, let's start by…
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- 104_slot_gags.zip
- 103_Reconcile3D_node.zip
- 102_node_ops.zip
- 101_grain_management.zip
- 100_Unspill.zip
- 099_wire_removal.zip
- 098_marker_removal.zip
- 097_log_sharpen.zip
- 096_Write_offset.zip
- 095_rate_curve.zip
- 094_speed_control.zip
- 093_transform_nodes.zip
- 092_perspective_paint.zip
- 091_planar_tracker_holdouts.zip
- 090_material_nodes.zip
- 089_Regrain_node.zip
- 086_dilate_erode.zip
- 085_render_UV_maps.zip
- 084_embossing.zip
- 083_roto_ripple_edit.zip
- 082_texture_map_sphere.zip
- 081_planar_track_pans.zip
- 080_luma_transfer.zip
- 079_track_out_of_frame.zip
- 078_wound_reveal.zip
- 077_color_nodes.zip
- 072_IBKGizmonode.zip
- 071_IBKColour_nodept2.zip
- 070_IBKColour_nodept1.zip
- 067_precorrect_greenscreen.zip
- 059_imagearray.zip
- 001_wireframe_over_2D.zip
- 002_lightglows.zip
- 003_orbiting_camera.zip
- 004_Reformat_tricks.zip
- 005_Grade_colormatch.zip
- 006_parameterfieldmath.zip
- 007_gradient_tricks.zip
- 008_3Dflag_animation.zip
- 009_nodeindicators.zip
- 010_unpremultiply_explained.zip
- 011_unpremultiply_workflows.zip
- 012_Merge_magic.zip
- 013_relative_addressing.zip
- 014_bump_map.zip
- 015_glam_pass.zip
- 016_demo_reel.zip
- 017_interlaced_video.zip
- 018_3_2_pulldown.zip
- 019_soft_clip.zip
- 020_Roto_clone.zip
- 021_path_of_motion.zip
- 022_light_flicker.zip
- 023_chroma_subsampling.zip
- 024_paint_in_picture.zip
- 026_plus_vs_screen.zip
- 027_starfields.zip
- 028_GenStar_gizmo.zip
- 029_GenStar_advanced.zip
- 030_productivity_tools.zip
- 031_expressions.zip
- 032_math_functions.zip
- 033_concatenation.zip
- 034_Grade_match.zip
- 035_masking_workflows.zip
- 036_timeline.zip
- 037_chromakey.zip
- 038_Roto_cornerpin.zip
- 040_velocity.zip
- 041_lumakeys.zip
- 042_screen_leveling.zip
- 043_feather_falloff.zip
- 044_user_knobs_intro.zip
- 045_user_knobs_advanced.zip
- 046_master_disable.zip
- 047_Grade_secrets.zip
- 048_conditionals.zip
- 049_search_replace.zip
- 050_viewer_wipe_controls.zip
- 051_textures.zip
- 052_viewer_productivity.zip
- 053_projections.zip
- 054_sidebyside.zip
- 055_gainwithoutgrain.zip
- 056_timemarkers.zip
- 057_positionpasstracking.zip
- 060_TimeEcho_cleanplate.zip
- 061_normal_relighting.zip
- 062_image_lineup.zip
- 063_viewer_magic.zip
- 064_about_timept1.zip
- 065_about_time_pt2.zip
- 066_hierarchical_roto.zip
- 068_curve_editor.zip
- 069_animation_time.zip
- 073_fog.zip
- 074_edge_grading.zip
- 075_resize_rotos.zip
- 076_edge_extension.zip
Contents
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001 View wireframe over a clip2m 31s
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002 Photorealistic light glows11m 36s
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003 Create a perfect orbiting camera move5m 56s
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051 Remove uneven lighting from a texture11m 51s
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004 Reformat node tips and tricks4m 3s
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005 Match two clips with a Grade node4m 24s
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006 How to do math in parameter fields4m 29s
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007 How to make trick gradients8m
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008 Animate a 3D Flag with DisplaceGeo7m 33s
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009 How to read the node indicators4m 48s
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066 Hierarchical roto7m 28s
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068 Curve editor12m 8s
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