About camera animation in solaris

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I need help using an empty object as a parent to control the camera movement in Solaris, while also being able to see the camera's position and various handle information after it moves, just like in C4D. The frustum handle in Houdini is still at infinity, which makes it very difficult to use. Why is it so cumbersome to animate cameras in Houdini?

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Hopefully you don't have an animated focus target, because good luck with that.

Honestly, you're likely way better off importing an animated camera from /obj than attempting to animate it in Solaris.
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eikonoklastes
Hopefully you don't have an animated focus target, because good luck with that.

Honestly, you're likely way better off importing an animated camera from /obj than attempting to animate it in Solaris.

Yeah,the camera sucks
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eikonoklastes
Hopefully you don't have an animated focus target, because good luck with that.

Honestly, you're likely way better off importing an animated camera from /obj than attempting to animate it in Solaris.
hope this can provide some help
Edited by guan9287 - July 8, 2024 01:42:35

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eikonoklastes
Hopefully you don't have an animated focus target, because good luck with that.

Honestly, you're likely way better off importing an animated camera from /obj than attempting to animate it in Solaris.
hope this can provide some help

Thanks,i will try this setup.
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guan9287
hope this can provide some help
This works, thanks, and without introducing a time dependency.

Can you clarify why you split the camera transforms into separate Transform LOPs and recommended only adjusting the Z transform on the Camera LOP itself? This seems to work correctly without needing to do that.
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eikonoklastes
guan9287
hope this can provide some help
This works, thanks, and without introducing a time dependency.

Can you clarify why you split the camera transforms into separate Transform LOPs and recommended only adjusting the Z transform on the Camera LOP itself? This seems to work correctly without needing to do that.

This is just my usage and not standard practice. This build is easier to control when making non-free camera animations
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