About camera animation in solaris

   877   6   1
User Avatar
Member
184 posts
Joined: Feb. 2017
Offline
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?

Attachments:
aa.jpg (239.6 KB)
bb.jpg (266.8 KB)

User Avatar
Member
388 posts
Joined: April 2018
Offline
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.
User Avatar
Member
184 posts
Joined: Feb. 2017
Offline
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
User Avatar
Member
3 posts
Joined: April 2021
Online
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

Attachments:
camInSolaris.jpg (314.6 KB)

User Avatar
Member
184 posts
Joined: Feb. 2017
Offline
guan9287
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.
User Avatar
Member
388 posts
Joined: April 2018
Offline
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.
User Avatar
Member
3 posts
Joined: April 2021
Online
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
  • Quick Links