Generative Camera Paths in TouchDesigner - Tutorial
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- Опубликовано: 23 окт 2022
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Animating camera paths can be a tricky process! Creating keyframes can often take a long time and be hard to dynamically edit. One of the great features of TouchDesigner is being able to use generative geometry to create camera paths that can be easily controlled with ramps or timers. This video shows you how to quickly and easily use this feature! Download the project file here: iihq.tv/3MSRuQC
Great video. Thanks for sharing your knowledge. I'm not replying on every video from you but I'm big fan of your videos as well as touchdesigner and I really appreciate work you do by uploading those for community for free.
Phenomenal technique, thank you Elburz!
Glad you like it! Thanks for watching! :)
Fantastic tip!
Elburz never disappoints
Glad it was helpful! Thanks for watching :)
Love to see it! Will definitely use this.
Glad to hear it! Thanks for watching :)
Great tutorial! Thank you so much for sharing!
Our pleasure! Thanks for watching :)
hey thanks for the tuto, i started 3D 2 years ago, and your explaination of circle path, null track and camera view while working made me feel at home on touchdesigner, now i will be able to really try the touchdesigner potential ;)
So glad to hear that! It can be a bit tricky translating the usual 3D concepts/techniques into the TouchDesigner workflow at first, but it's not too bad once you get used to it. Thanks for watching :)
Thank you, exactly what I was looking for 😀
Our pleasure! Thanks for watching :)
Thanks for sharing your knowledge maaaaan
You bet! Thanks for watching :)
this was amazing. thank you!
Glad you enjoyed it! Cheers :)
THANK YOU ELBURZ!!!
Thanks for watching! :)
a good technique to have in your back pocket
Absolutely! Thanks for watching :)
cheers !
Our pleasure! Thanks for watching :)
thank you :)
Our pleasure! :)
hi
i keep switching allegiance between Touch and Unreal...the biggest conceptual annoyance in TD, which otherwise is so responsive and quick in comparison, is blocking out and moving between camera positions , which is a breeze in Unreal's sequencer. I never worked out how to use " Save cam pos" in this way....how would i do that? and thanks !!
and my second bugbear is volumetrics, or at least ambience...
Great question! A simple approach to this could be using two different cameras, set to the two positions that you want “move” the camera between, and then use a camera blend to transition between the two camera views. For some other approaches Matthew Ragan has some additional suggestions on the forum: forum.derivative.ca/t/palettes-camera-comp-transform-matrix/183960/4. Hope that helps!
Hello. I have an issue, my camera doesnt go smooth in the path, it struggles sometimes in a position for few seconds than continue the path. I tryed to mach the orient up vector with orientation, i changed orientation but still dont go smooth. Somebody can give me a hint?
Try setting the Auto-Bank Factor parameter to 0 and see if that helps!
my camera turns upside down at half circle path and my x y are exchanged, where you have x i have z. how to align my point cloud object
Double check that you've set the _Orientation_ parameter of the Circle SOP to *ZX Plane* . If it's left at the default XY Plane setting you might end up with the camera orientation behaving like you've described. Hope that helps!
You can also change the "Orient Up Vector" in the Camera settings. If the Circle is in the X/Y Plane you want this vector set to 0 - 0 - 1.
Exact problem I was having, but on a different project. Couldn't figure out why it was working fine when I followed your tutorial, but wouldn't work when I tried to use the technique in another project. Spent so much time looking through everything. Can't believe I missed that!
Came here from Facebook
Thanks for watching!