About camera animation in solaris
878 6 1- wanglifu
- 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?
- eikonoklastes
- Member
- 388 posts
- Joined: April 2018
- Offline
- wanglifu
- Member
- 184 posts
- Joined: Feb. 2017
- Offline
- guan9287
- Member
- 3 posts
- Joined: April 2021
- Offline
- wanglifu
- Member
- 184 posts
- Joined: Feb. 2017
- Offline
- eikonoklastes
- Member
- 388 posts
- Joined: April 2018
- Offline
guan9287This works, thanks, and without introducing a time dependency.
hope this can provide some help
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.
- guan9287
- Member
- 3 posts
- Joined: April 2021
- Offline
eikonoklastesguan9287This works, thanks, and without introducing a time dependency.
hope this can provide some help
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