I have been working in Blender for years and I come from the stable officially from Cinema 4D R17. And I have used Camera Morphs in Blender before, Timeline, Markers, Bind Cameras etc, but how did I get Smooth Morphs again instead of hard Cuts? I remember Blender could do it itself as Smooth Transition as I could Blender.
And I don’t mean in the Sequencer.
Also am new to simple Geometry Nodes in Blender though and is there maybe already a simple GN that can make the Smooth Morphs between the Cameras?
Is there anyone can help me?
Thanks in advance!
If there are any questions or uncertainties I would love to hear about it!
Then I will add the .blend file here. Unfortunately it is for a Client then I will create an empty Blend File with two Cameras.
@Calandro I was partly looking for this, but I don’t see the Bind Cameras in the Graph Editor, (as a Graph so to speak) so I can make a nice Morph out of it,So that it doesn’t jump from one Camera to another.
In the Sequencer it’s more of a Transition from one Camera to the Other.
I was hoping for a nice soft fly blending just like in Cinema 4D with the Morph Camera Tag.
And also, here is an example Blending from normal view to 360 Spherical. You can see my intention very well when it goes from Spherical Barcelona to normal view.
And I don’t mean so much the Sphererical lens idea, but really the Blending/Stitches. Just like in Cinema 4D.
I saw the video, but I don’t understand why not simply use the same camera with 2 different positions on different keyframes and animate the movement then. I think if its really necessary to use 2 different cameras, you could use constraints.
Here I made an example using constraints, where the active camera (camera) copies the rotation and location of the target camera (camera.001).
After setting the copy location and copy rotation constraints, you just need to animate the influence values. This way you will have a soft transition from the position and rotation from one camera to the other animating the influence values from 1 to 0 on both constraints.