I have a short video in mind. In the first scene the camera will track an object as we dolly to the right around it. But then, (“in scene 2?”) the camera needs to stop tracking (without changing position), and make the next movement.
The (“third scene?”) is a cross-fade to go back in time. But I am stuck on the first part: how to specify that, at a certain point in time, the camera should not track as it did before.
I believe that “scenes” are the key to this, for use in the Sequence Editor, but it’s not clear to me how to use them. It appears that I could “copy all objects” into the new scene but I really don’t want a bunch of duplicates littering my project because if I had to change the machine I’d have to change it in every scene. Of course maybe there is a “clever trick” for this too.
use different scenes that all look at the oen with your objects on them and each has its own camera, the tutorial is in Elysiun’s tutorials under changing camera
The idea of using “a scene on top of another scene, one containing objects and the other containing a camera,” is an interesting idea and not at all intuitive. However I can see a certain amount of logic to it.
What I do not understand from the tutorial description is why, in the second-camera-view scene, I would need to specify starting and ending frame-numbers. Why doesn’t simply arranging the strips in the sequence-editor do the trick?
[Incidentally, for the immediate “first scene” I have hit upon the idea of moving the Empty that the camera is tracking, thus allowing me to move the camera to its final position (“looking up as all hades breaks loose…”) while keeping us in just one scene. A short IpoCurve also seems to enable me to do a zoom-out at that point…]
Just go to scene> new> full copy, for all your scenes,
then go to scene 2, delete the camera ipos, and change them accordingly
go to scene 3, make whatever changes you want.
set the 1st scene to render, say, frames 1-25
set the second scene to render frames 26-45
etc.
now go to scene 1, press animate
go to scene 2, press animate
etc.
When you are done, go back to scene 1, change the # of frames to the total frames for playback and hit play, and it will play all 3 scenes, with whatever changes you made. A full copy scene is independant, and changing it does not affect the other scenes, so you can change camera, materials, objects, whatever. But when you press full copy, it makes a complete copy of your scene, exactly as it is when you add the new one, including IPOs, and everything else.
I’m using multiple cameras and a little python code, that will keep track “frameChange()” and set different camera as active one, when certain frames are reached… pretty simple stuff… and the good thing in this is, that you just render one scene, and even the playback (alt-a) inside blender will show you the camera switching.