Now, I am thinking of a camera animation.
I want a custom camera that focuses static a bomb falling down from the plane and
when the bomb comes in front of the camera,
it falls and focus very near with the bomb down and
after two seconds it focuses out again and goes to static and watching the bomb smashing the ground.
Hope you understand!
hi, what you're after sounds like a bell curve with the peak of the curve set to the focal length of the object when in front of the camera and is timed to reach this peak when it is.
use a curved data source set to 'Sin', it will start at min value and when it reaches half duration will be at max value, then when it reaches duration it will be back at min, easiest to visualise as half a circle.
so: set the min value to the out of focus value, the max to the focus value, now for timing you have the choice of just guessing (i would use this) or using a little math combined with start/end height of the object and using that output value for the curved data source offset (with the CDS set to disable)
this may produce too smooth a variation, but if you time the enable of the CDS, say with an area trigger it could produce more of an in and out of focus effect.
hope this helps a little.
I'm not sure I have a clear idea of what you are trying to do but should be able to help.
I see two solutions based on my interpretation of your description. Both will take some work. One will be a good bit easier but will also give you slightly less control over certain camera movements. I'll give you the easy solution and if you want to get more in depth we can talk about more complicated solutions later.
- use 3 custom cameras. if you want them to all appear as one camera make sure you are using the interpolate type. if you want to cut to the first camera you can use the cut then interpolate option for that one.
- First custom camera is static and in the sky, switch to it with a camera event
- Second camera will be the most complicated. I'd start by placing your bomb in the sky with no physics and get the camera to the position you want it in reference to the bomb. Now glue the two together so that they are one object. You will get the best results if you use the Object position event to animate the movement of the bomb/camera. So your bomb will animate from the sky to the ground with the second camera always attached. At the point you want to zoom in on the bomb activate the second camera with a camera event and it will interpolate to the close-up appearing to zoom in on the bomb.
- Third camera is static and on the ground, when the bomb reaches the point you want to switch back to the wide view use a camera event to activate the third camera
- When your bomb hits the ground use an effect event to activate an explosion effect (you won't be able to use the bomb as it is now part of a glue group with the camera) and use a visibility event to turn the bomb invisible so that it is no longer visible when the explosion effect clears.
Your final event chain should look something like this:
Trigger --> Camera Event --> Impulse Delay --> Camera Event --> Impulse Delay --> Camera Event --> Impulse Delay --> Effect Event --> Visibility Event
You will also need one or two state events sprinkled in there to start the OPE chains that will control your bomb and plane movement.
I'm not sure I have a clear idea of what you are trying to do but should be able to help.
I see two solutions based on my interpretation of your description. Both will take some work. One will be a good bit easier but will also give you slightly less control over certain camera movements. I'll give you the easy solution and if you want to get more in depth we can talk about more complicated solutions later.
- use 3 custom cameras. if you want them to all appear as one camera make sure you are using the interpolate type. if you want to cut to the first camera you can use the cut then interpolate option for that one.
- First custom camera is static and in the sky, switch to it with a camera event
- Second camera will be the most complicated. I'd start by placing your bomb in the sky with no physics and get the camera to the position you want it in reference to the bomb. Now glue the two together so that they are one object. You will get the best results if you use the Object position event to animate the movement of the bomb/camera. So your bomb will animate from the sky to the ground with the second camera always attached. At the point you want to zoom in on the bomb activate the second camera with a camera event and it will interpolate to the close-up appearing to zoom in on the bomb.
- Third camera is static and on the ground, when the bomb reaches the point you want to switch back to the wide view use a camera event to activate the third camera
- When your bomb hits the ground use an effect event to activate an explosion effect (you won't be able to use the bomb as it is now part of a glue group with the camera) and use a visibility event to turn the bomb invisible so that it is no longer visible when the explosion effect clears.
Your final event chain should look something like this:
Trigger --> Camera Event --> Impulse Delay --> Camera Event --> Impulse Delay --> Camera Event --> Impulse Delay --> Effect Event --> Visibility Event
You will also need one or two state events sprinkled in there to start the OPE chains that will control your bomb and plane movement.
come to think of it all you need to do is fix the focus on the camera that is tracking the object and it will naturally fall into focus when it passes in front.
move the bomb to the position in front of the camera to make this easier
using a dummy camera and under the
"Advance Camera Settings"
set the "Target: Object" and pick your bomb
now go to the
"Depth of Field Settings"
Enable [X]
and set
Focus Target: Custom Value
and near/far blur to 1000
now play with the Focus distance: value, use the left stick to narrow down the number and then fine tune this with the "D" pad left/right, the value will be very tight, but when you find the sweet spot your good to set the objects start position.
Thanks for your both helps shogun and dasraiser![]()
But now the area trigger isn't working. I've set the triggered object the plane.
It's maybe not working while the plane is OPE'd.
But how can you still trigger it?
yeah ope's and hit triggers are a no go, if you're using an ope (which would be a consistent travel time) you could use a timer to activate at the point it would reach the hit trigger.Originally Posted by Blastergamer