Zdravko Barisic Posted March 12, 2014 Share Posted March 12, 2014 Hi, Probably you all already met the issue, when animating camera, that in half of animation, it is distored or vertical sgifted? Egz. you make good alilgnement in one part of animation, but in others, it is still vertical shifted? Hard to explain, but if someone, already solved this issue, he will know what I am talking about... Thanks in advance! Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 12, 2014 Share Posted March 12, 2014 Generally it's best to stay away from vertical shift or perspective correction for animations. Looks weird. Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted March 12, 2014 Author Share Posted March 12, 2014 Yes, but without out, it also look weird....so I have to apply these..."camera correction/guess vertical, etc..." Link to comment Share on other sites More sharing options...
Tommy L Posted March 12, 2014 Share Posted March 12, 2014 I agree with Stephen. Go with the lesser of two weirds. Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted March 12, 2014 Author Share Posted March 12, 2014 So, no solution for this issue? OK, thanks! Link to comment Share on other sites More sharing options...
Ernest Burden III Posted March 12, 2014 Share Posted March 12, 2014 Go with the lesser of two weirds. Which one am I? I use modified cameras for most shots, that is, forcing two-point and/or panning the frame. I do not think it looks weird, or if it does, I like the result. It's hard to tell exactly what the OP is asking. One guess is that you are trying to keep a shot level/two-point, but find the camera animates tipping up or down to become three-point. If so, a likely cause would that the animation keys are spline interpolated, meaning a curve is being applied between the keyed camera positions. You may want that for the general position of the camera, so would have to isolate the keys in your timeline that relate to just that axis. You can then force them to linear. Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 12, 2014 Share Posted March 12, 2014 You can apply a skew modifier with angle of 90 degrees to a standard max cam to control your shift instead. Maybe that will work better? Sent from my HTC One mini using Tapatalk Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 12, 2014 Share Posted March 12, 2014 You'll probably have to adjust target in combination though as it works slightly differently. Sent from my HTC One mini using Tapatalk Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted March 12, 2014 Share Posted March 12, 2014 Vertical Shift correction on animation is not really used, actually the only ones that try to use are Arch Viz animators pretty sure because of Architects vision. They really produce a wobbling effect on the image and some sort of disorientation on the viewer. I am talking just from video/camera guy point of view. Now if you still want to go for it, you can key frame the shift correction values on Max modifier or within V Ray camera. be sure the interpolation it is linear and not bezier. As a side note, when you do animation try to think more like a cinematographer than an Architect looking for Elevations, this will enrich more your video and you'll find very interesting point of view that you have not explore before. For instance if you are looking the base of the building and then the camera look up, the building will distort naturally to a 3 point perspective (just like your eyes do) that create the illusion of projection, size and reach for the sky, that look very interesting, instead of seeing the building wobble and stay perfect straight in a 2 point of view. My two cents. Link to comment Share on other sites More sharing options...
Nic H Posted March 12, 2014 Share Posted March 12, 2014 looks weird on a moving camera and when you export cameras to nuke / fusion it wont bring through that correction making matching backplate elements more difficult. Link to comment Share on other sites More sharing options...
Chris MacDonald Posted March 13, 2014 Share Posted March 13, 2014 I use vertical shift on stills, never on animations. Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted March 13, 2014 Author Share Posted March 13, 2014 This scene, I asked for, is really huge, about 1x2km, so, the objects which are far away from camera looks really weird, thats the reason I would correct them. Besides that, I personally do like 3point perspectives, not so much distorted, much more than "vertical walls" 2point perspectives. Thanks... Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 13, 2014 Share Posted March 13, 2014 I would expect objects closer to have the greatest degree of distortion rather than far away objects. Perspective, amongst other things, helps give a sense of scale, so on a larger project it is actually quite important. Can I ask what focal length you are using? It sounds like it might be too wide if you are having such a big issue. Perhaps show a frame with and without for comparison? I know you were just asking for a solution rather than a critique, but generally while people are used to seeing architectural photography with corrected verticals, the same does not apply to video. I think most would find the effect strange. Sent from my HTC One mini using Tapatalk Link to comment Share on other sites More sharing options...
Ernest Burden III Posted March 13, 2014 Share Posted March 13, 2014 I beg to differ on using 'corrections' to cameras in animation. What are we correcting, by the way? To each their own, neither is wrong. As suggested, you may well be using too wide a cone of vision. I agree on the usefulness of you posting an image or two to help us help you. Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 13, 2014 Share Posted March 13, 2014 Yes, I have used it myself on occasion, where the camera is at ground level tracking forward for instance. I kind of assumed that this is more of an elevated flythrough where the view is constantly changing, hence the keyframing issue. Again, images would help determine what's appropriate. Sent from my HTC One mini using Tapatalk Link to comment Share on other sites More sharing options...
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