TVPaint Tutorial 16

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    Lesson 16

    TheRendering > Multiplane Camera Effect

    In this lesson, you will :

    Study the concept of a Multiplane Camera.

    Learn how to use the Multiplane Camera effect (we will discuss variousexamples).

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    The concept

    The concept

    With the multi plane camera effect you may control movement of several planes with ac!"roundscenery. #ach plane has a specific depth and conse$uently, its own speed in the eyes of theoserver.

    In the ima"e aove, the followin" are placed one over the other in the order of furthest away toclosest:the starry s!y, the mountains, the forest, the first row of trees, the runnin" !id and finally thesecond row of trees much closer.

    When the animation is complete:

    % The trees in the front will move from ri"ht to left very $uic!ly as they are closer to the viewer.

    % The mountains at the ac! will also move from ri"ht to left, ut much slower.

    The blur caused by focusing

    This effect can also ta!e into account the fact that the human eye cannot focus on all elements ofthe scenery at the same time.&ust li!e in traditional photo"raphy, if you focus on a o'ect close to you, the o'ects further awaywill e lurred and vice versa focusin" on a distant o'ect will result in lurrin" of closer o'ects.

    In the photos aove, the tree is a lon" way from the rose. In the left photo, the camera has focusedon the rose and the tree is lurred. In the ri"ht photo, the camera has focused on the tree and therose is therefore lurred.

    *+ TheRendering > Multiplane Camera #ffect

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    #ditin" tale and computer multiplane camera

    Editing table and computer multiplane camera

    elow on the left you will see the schematic dia"ram of a traditional multiplane camera setup oftenreferred to as editin" tale. #ach plane is placed on a sheet of "lass and is moved pro"ressivelywhile filmin".

    -ur computer multi plane camera effect, seen elow ri"ht, does not function in the same way:

    In this case, it is the camera which moves pro"ressively while filmin" and the scenery isautomatically duplicated horiontally (the starry s!y ac!"round does not move and is alwaysplaced in front of the virtual camera).

    The project used in this chapter

    The drawin" shown on the previous pa"e corresponds to the /01.tvp pro'ect which will e ta!enas a asis to study the multi plane camera effect.2ere, you have the correspondin" timeline:

    Layer where the effect is applied

    Layer 3character4

    Layer 3distant trees4 (near)

    Layer 3distant trees4 (far)

    Layer 3forest4

    Layer 3mountain4

    Layers 3s!y4 and 3stars4 whichdo not move

    The layers 3mountain4, 3forest4, 3distant trees 4, 3distant trees +4 and 3character4 will e usedto reproduce the desired animation.

    TheRendering > Multiplane Camera #ffect *5

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    56 views

    3D views

    This effect has an Open stage utton which allows you to view the multiplane camera from variousan"les. These 56 views will ma!e ad'ustment of settin"s much easier.

    The default settin"s are as follows:% 7 perspective view (window ottom left)

    % 7 left side view (window top left)% 7 front view (window top ri"ht)% 7 top view (window ottom ri"ht)

    The followin" uttons are availale in each panel to simplify viewin":

    % The uttonallows you tooom with a clic! and slide on the left mouse utton.

    (shortcut : 8alt 9 ri"ht clic! 9 move your mouse.)

    % The utton is used for pannin" with a clic! and slide on the left mouse utton.

    (shortcut : 8alt 9 left clic! 9 move your mouse.)

    % The utton when selected, ensures the oom and pannin" options are only applied to thecurrent view.

    % The utton is used to reset the view to its default values.

    % The utton displays the camera and the 3viewin" an"le4

    % The utton displays the focusin" plane. In other words, the plane on which the ima"e isfocused. This plane is seen as a red dotted line in the left and top views.

    The focusin" plane is also visile in the perspective and front views in the form of a "ray rectan"le.This will e studied in "reater detail at the end of this lesson.

    % The utton displays all the planes in the perspective view. (see pa"e ;)

    The popup menus of each window allow you to customie your viewin" options: left, ri"ht, top,ottom, front, ac!, camera and perspective.

    The front and ac! views are not in perspective. If you choose to usethem, rememer that you are viewin" the various planes 3ortho"onally

    pro'ected4 on the -xy plane (see next pa"e).

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    0ositionin" in space

    Positioning in space

    -f course, we will not e wor!in" in the same way as with a 56 software, ut it is still important to!now your position in space when wor!in" with this effect.

    1ompliant with the dia"ram elow :

    % The crosses visile on the 56 view represent the coordinate point (=>;, ?>;, @>;) which will eused as our reference point when positionin" our camera and o'ects (mountain, forest, etc.).

    % The indications =9, ?9 and @9 indicate the direction of the orientation of the camera in space.

    The View tab

    The multiplane camera effect has two tas:

    % The Viewta relative to the camera and its settin"parameters

    % The Planes ta relative to overlaid planes ma!in"up the final animation.

    The coordinates =, ? and @ of the Camera are in fact the coordinates of the virtual camera filmin"our scene in accordance with the space dimension descried in the chapter aove.

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    The Biew ta

    If, for example, you chan"e the @ coordinate from ;;; to A;; units usin" the mini*slider, thecenter of the camera will e moved further away and the ima"e you see will e chan"edaccordin"ly.

    It is possile to move the camera directly from the window of your choice in the 56viewin" mode: simply clic! and slide with the left mouse utton on the "ray line or onthe camera icon.

    % The Angle and Rotation parameters rotate the camera around the Z axis (To simplify matters,these two parameters are not ta!en into account in the 56 view).

    % The Field of viewparameter represents the camera viewin" an"le.The wider the an"le, the "reater the numer of o'ects illustrated on the screen.

    !ide field of view "arrow field of view

    % The Dept of Field effect and Fo!using Distan!e parameters will e discussed at the end of thislesson.

    % TheAntiAliasingpopup allows you to smooth, with different precisions, the order of the ima"ewhich is applied on the pro'ect.

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    The 0lanes ta

    The Planes tab

    Cow that you have placed your camera in space and chosen a viewin" an"le, we will now placeour planes one at a time usin" the Planes ta.If you have not used the Wiard, this ta is empty.

    The Planes popup menu is used to create, rename, duplicate or delete planes. The header of thismenu contains the name of the plane for which the options are displayed in the panel.

    #reate an animation with the multiplane camera effect$ part 1

    % e"in y loadin" the pro'ect 3/01.tvp4% Do to the 3multi plane camera4 layer% -pen the E= stac! and delete its content% Select the Multi plane !ameraeffect in theAdd F" menuIn the View ta :% Set the camera position parameter to (=>;, ?>;, @>;;;) and leave the an"le at ;F% Select a field of viewof 5;F, a Dept of Field effe!tof ; and fo!using distan!eof ;;;.In thePlanes ta :

    % 1reate a new plane and name it 3character4. 7 panel similar to the one elow will appear.

    7t this point, you must:

    % 1hoose a #our!eima"e to create the plane.

    7s was the case for the $e%framer effect, the sourcemay e of various types (pro'ect, layer, paper, spareima"e, etc...) and you may set the pre*, post* ehavior,animation mode settin"s, etc...

    We will select the 3runnin" !id4 layer for our pro'ect.

    % 1hoose a tile mode: 1hoose 3 none 4 in tile mode forour runnin" !id.

    % Set the Pivot and Position parameters. Theseparameters have the same functions as those discussedin the $e%framereffect, ut donGt worry, we will e ta!in"another close loo! at them.

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    The 0osition, 0ivot and Sie parameters

    The Position$ Pivot and Size parameters

    % When the Pivotparameter is ero, the Positionparameter represents the distance etween thecoordinate point (=>;, ?>; and @>;) and the center of the source ima"e chosen.

    % The Pivotparameter allows you to use a reference point other than the center of the sourceima"e to ad'ust the position and sie of your plane.This is very useful when you decide to modify the #i&eof your source ima"e: #i&e modificationsuse this pivot point as ori"in point (elow in oran"e).

    %ncrease a plane&s si'e with pivot at bottom %ncrease a plane&s si'e with pivot centered

    -nce you have understood this concept, positionin" planes ecomes much easier. 7ll you have todo is:% 0osition your pivot,% 0lace your plane at the ottom of your pro'ect,% 7d'ust the sie of your plane.

    LetGs "o ac! to our 3runnin" !id4 plane and apply the aforementioned procedure usin" thefollowin" settin"s:

    % Position parameters: => ;, ?> + ;% Pivot parameters : => ; ,?> 5;% #i&e parameters: HA of initial sie

    #reate an animation with the multi plane camera effect$ part (

    % Cow that your position, pivot and sie parameters are correctly set, you may, if you wish, modifythe an"le and opacity of your plane as well as ad'ust the lur to e created with the focusin"parameter (we will discuss this a"ain later).It is also possile to select a color mode to e used for drawin" the plane (color, tint, add, screen,etcJ).Eor our 3runnin" !id4 plane, we have chosenAngle ero, #i&eHA, Opa!it%;; and 'lur ;;.The 'lendmode is Color.

    % The()D !olor oxallows you to choose the ()Dcolor for the current plane. This will help avoid

    any confusion when several planes are present on the screen (we have chosen a reddish oran"ecolor for our 3runnin" !id4 plane).

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    1reate an animation with the multiplane camera effect, part 5

    #reate an animation with the multiplane camera effect$ part 3

    We 'ust created our first plane named 3runnin" !id4.We will now create a second plane 3deeper4 than the first. To do this:% 1reate a new plane and name it 3forest4.% 1hoose the 3forest4 layer of our pro'ect as source.% -ur plane shows the forest located ehind the runnin" !id. We must therefore "ive it a position

    value @; (as our 3runnin" !id4 plane also has the position value @>;). In this case we choose @>*A;;.The 56 view is adapted immediately: ?ou will notice that the 3forest4 plane is "reen (or any othercolor you may have chosen previously) and 3character4 plane is oran"e.

    % ?ou may now ad'ust the 0ivot parameter (=>;, ?>+;) and the remainin" position parameters(=>;, ?>KA;). The plane must then e 3stuc! to the "round4% 7ll that is left is to choose the #i&e (5;;).The 3 forest 4 layer was created with the Panningtool in the main panel (refer to lesson H forfurther details). ?ou may therefore duplicate it horiontally to avoid havin" to create too manyplanes. To do this J% Mse the *ile mode popup menu.

    !ithout tile mode !ith hori'ontal tile mode

    Cow that the second plane has een created, all that remains to e done is create the remainin"planes in the same way: 3close trees4, 3distant trees4, 3mountain4, with the only difference ein"that the 3close trees4 plane will have a Zvalue"reater than ;.

    If necessary, the E= stac! correspondin" to the parameters we wish to otain is

    attached to the /01.tvp pro'ect. ?ou must therefore close it and load it a"ain inorder to "o to the next sta"e $uic!er.

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    1reatin" movement: move the camera

    #reating movement) move the camera

    6o not confuse camera movement and possile chan"es in the position of yourplanes.The use of animation !eys with plane position parameters is only useful if the latter

    effectively move (if the camera is fixed: mountain, forest and trees are fixed).In such a case, this method would e 'ustified if we had created an additional plane toillustrate movement of the moon in the s!y (if the camera is fixed: the moon still ma!es anarc across the starry s!y).

    #reate and manage focusing blurs

    *; TheRendering > Multiplane Camera #ffect

    Cow everythin" is ready to move the camera andotain the desired result.To do this:

    % Oeturn to the View ta+

    % Do to the first frame of the 3multiplane camera4layer in the timeline,% 1reate an animation !ey for the Camera valuewith = > *H;;,% Do to the last frame of the 3multi plane camera4layer in the timeline,% 1reate an animation !ey for the Camera valuewith = > 9H;;,% Mse the Pla% utton in your pro'ect window toview the result.

    ThatGs itP

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    1reate and mana"e focusin" lurs

    6urin" our animation, all the planes seen in the 56 view on the previous pa"e are in focus.

    2owever, to create a more realistic effect, you may wish to create a camera focusin" lur effect(refer to pa"e + of this lesson, section Fo!using ,lur).

    ?ou will therefore have to "o ac! to the View taand ad'ust the Fo!using distan!e (i.e. indicate atexactly what distance the camera will e focused).If you have followed all the steps of this lesson, your runnin" !id will e at a distance of ;;; units

    from the camera and your focusin" distance is also ;;; units.The runnin" !id is therefore in focus. In order to lur the other elements (mountain, forest, treesJ),the Dept of Field parameterwill need to e increased(when at ;, no lur is applied).This is illustrated y the creation of a red cone in the 56 view (see elow) and a lur on the screen.

    The further the o'ects are away from the apex of the cone, the more lurred they will e.Inversely, the closer they are to the apex of the cone, the sli"hter the lur will e.

    If your focusin" distance is now 5;;;, your camera is located at ;;; units from the center pointand the mountains are +;;; units on the other side of the center point (;;;9+;;;>5;;;), themountains will e focused and the other planes will e lurred.

    1onsiderin" the position of the cone in the 56 dia"ram, it is also safe to say that the closer thecamera comes, the more the ima"e will e lurred (see next pa"e).

    The focusin" plane is also visile in the perspective view and in the front view in theform of a "ray rectan"le.In the case of the perspective view, you will see a "ray 3viewin" an"le4 at thefocusin" distance.

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    1reate and mana"e focusin" lurs

    In the dia"ram aove, the lur is applied to your plane either inside or outside the

    red cone. The width of the cone only indicates the lur amount.

    The 'lur parameter present on each plane of the Plane ta is used to ad'ust the lurfor each plane individually. It is expressed as a percenta"e of the lur "enerated ythe Dept of field effe!t parameter.

    *a+e the +id run

    Cow that the various elements of our scenery move correctly and the focusin" lur has eenad'usted, we may, for example, decide to move our red runnin" !id usin" another animated sourceat the 3runnin" !id4 plane level.

    % ?ou may choose to use the 3Ounnin"QRidQ.tvp4 se$uence studied in lesson y modifyin" the

    position parameters of the 3runnin" !id4 plane usin" animation !eys (in this case he is not runnin"on the spot).

    % ?ou may also use the 3Ounnin"QRidQ+.tvp4 pro'ect studied in the same lesson (%). In this case,you will proaly not need to modify the position parameters with animation !eys as the runnin" !idmoves from left to ri"ht.

    (%) This pro'ect was created usin" the $e%framer effect with the 3Ounnin"QRidQ.tvp4 se$uence assource.

    The multiplane camera wi'ard

    ?ou have certainly noticed the utton to the ri"ht of the Open stage utton.This

    utton will help you $uic!ly place the various planes in order to create a se$uence usin" theMultiplane !amera effect. Caturally, it was important to first study the "loal functions offered ythis effect efore introducin" you to the latter function.

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    The multiplane camera wiard

    So now clic! on the -i&ardutton. The window which then opens as!s if -i&ardshould createplanes usin" external pro'ects or from the layers of the current pro'ect. These are the + mostcommon cases.

    1reate planes from clipsThe first option uses all the clips availale, from the current pro'ect and the other opened pro'ectstoo. -nce validated, each clips from each pro'ects will ecome a plane in our Multiplane !ameraeffect. The next window to appear invites you to sta"e these planes. This sta"in" may e adaptedto meet your specific needs.This is how the window loo!s:The animation plane is created as the first plane and the other planes are listed in a column elowit. #ach plane has a chec! ox which allows you to choose whether or not this plane should eused in your animation. The planes order is inverted compared to the order in which you openedyour pro'ects (the last pro'ect opened is the first plane, the first pro'ect opened will e the lastplane). ?ou will have noticed that each plane has a @ axis position value. With the default settin"s,each plane is "iven a Zvalue which is a multiple of *;;: ; for the first plane, *;; for the second,*+;; for the third, etc... Therefore, all you have to do is define the Zvalues for each plane as youre$uire and then validate your choice. 7ll your planes will then e incorporated into the effect withthe Zvalues defined aove and all that remains is for you to animate them.

    1reate planes from the layers of your current pro'ect7ssumin" the pro'ect /01.tvp supplied on the 16 is open, chec! the 3layers from current pro'ect4

    ox and then validate your choice.The-i&ardwill then ta!e each of the layers of the current pro'ect and incorporate them in eachlayer as a plane. The planes sta"in" window, correspondin" to sta"e +, appears and displays eachlayer with the associated Zvalue:

    In this window, you have the possiility to define whether or not each plane is to e enaledto"ether with the customied @ axis position value (or not) for each plane.?ou may also modify the 2M6 color.Cow all that remains is to clic! on O$and the Wiard will automatically create all your planes usin"the layers.

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    -ther situations

    ,ther situations

    We have now learned how to use the multi plane camera effect with a simple example.-ur Multiplane !amera effect may also e used in other situations:elow you will see the transversal movement of the two planets with a fixed sun and ens Flareeffect (it will e studied in the next lesson).

    The multiplane camera can also e used to oom etween the planes you have created :% 7fter you have created the planes with the wiard, "o in the View ta and on the first frame of the3multi plane camera4 layer in the timeline.% 1reate an animation !ey for the Camera with a ne"ative value for the @ axis.% Do to the last frame of the 3multi plane camera4 layer in the timeline, create another animation!ey for the Camera with a positive value for the @ axis,% 7pply the E=*Stac! to the whole layer.% Mse the Pla% utton in your pro'ect window to view the result : the first planes should disappearsmoothly as shown in the example elow.

    Try it now P

    *< The Rendering > Multiplane Camera #ffect