Archived entries: camera
Every now and then there is an outburst of tutorials, plugins, presets and rigs for After Effects camera controls. We have sure targets, orbit cameras, simple rigs, complex rigs and tons upon tons of tutorials on this subject. In fact, Rich from After Effects portal recently released a lengthy post over at aetuts+ compiling a list of resources, tools and videos talking about AE cameras.
Personally, I find cameras in After Effects extremely intuitive, easy to use and simple, so I have problems understanding why does this topic tend to reemerge so often. What is your opinion on the subject? What’s your experience with AE cams? Do you think it is a topic worth covering in one of the future tutorials?
Vote in the poll above, and if you have something specific you’d like to see covered/explained – drop a comment underneath this post. You may also want to mention, whether you have experience using real, live cameras or 3D cameras in other programs and what is your experience with them, as compared to AE. How about your orientation in virtual 3D space? It’s a wide topic, so feel free to talk about it :)
You simply got to love the Internet, and the motion graphics community. Less than a day has passed since the release of our Cinema 4D Camera Rig and we already have an update!
Mdhamiri a Nkemi, one of the site’s visitors decided to clean up the rig a little bit and add some new functionality. I liked it so much, I decided to share it with all of you as an official community update 1.1.
A program of choice to many motion artists, Cinema 4D has a rather counter-intuitive method of producing depth of field. Both the camera controls and the way in which C4D handles depth maps can be a cause of major headache, especially for the newcomers to this program.
With the coding support from German motion artist and art director, Derya Ozturk, we have been able to construct an improved camera rig for Cinema 4D that should help you eliminate needless frustration, and get the results you need with just a few clicks.
Please note that while the tutorial will teach you how to use the preset, it will not show you how to construct the demo scene seen in the preview video.
As much as I would like to credit the awesome flute player who provided the audio for this preview, I was unable to locate the “patient zero” among dozens of videos around the net using this jingle. Whoever you are, kudos and don’t ever stop trying!
Code by Derya Ozturk
Concept and math logic by Quba Michalski
Running time: 46min
Required tools: Cinema 4D R11.5 or R12 (does not work with R13, sorry)
Optional software: After Effects, Frischluft Lenscare plug-in
In this After Effects tutorial I will demonstrate to you how to build a two-camera rig in order to create perfect 3D reflections. Using this technique, you will be able to reflect not only 3D layers, but also lights, particles, as well as any plug-in that obeys the movement of AE’s 3D camera.
The setup is trivially easy when using hand-animated cameras, but in the second half of the video I also show you how to create a more complex rig for use with Video Copilot’s Sure Target 2 camera controls.
The music used in the preview is a fragment of an Instrumental Mix of Perfect Exceeder by MASON vs Princess Superstar.
Running time: 51 min
Difficulty: Easy (you will be surprised how easy)
Required tools: After Effects (CS3 and above)
Optional plug-ins: VC Optical Flares, Knoll Light Factory, Trapcode Lux, Trapcode 3D Stroke, Trapcode Particular
Today I tried recording a new tutorial for Quba HQ several times. Managed to get 10, maybe 15 minutes done in between work. Could not get to doing the comic until 3:00 AM, but here it is.