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12/10/2013 01:04:39

primaveranz
primaveranz
Posts: 520
I'm guessing I'm not the first to ask this.
I have just watched the camera movement tutorial and wonder if there are any plans to implement keyframed camera positions? i.e. start here at this point in time and end up here in this position at this time.
Also the ability to have a camera "look at" a target" e.g. The demo of following the skeleton showed how difficult it is to use the "live record" model. Or can you stretch and compress the camera segments on the timelline (this would be good for all timeline activities not just cameras) to try and match things up.
Otherwise it looks like the camera operations in Muvizu are overly complex so I suspect many people settle for simple shots from multiple cameras edited together in post.
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12/10/2013 08:50:33

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
You're correct, this may have been mentioned before.

But the more people ask for it the more likely we are to get it.
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12/10/2013 10:09:15

primaveranz
primaveranz
Posts: 520
Funnily enough I had just been watching your trailer for "Amun-Ra" thinking, "Good grief, there's someone who knows how to work the cameras!"
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12/10/2013 11:05:14

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
There's an awful lot of trial and error - and going back to things after a bit of contemplation. Often less in more.
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13/10/2013 00:27:25

primaveranz
primaveranz
Posts: 520
ukBerty wrote:
There's an awful lot of trial and error - and going back to things after a bit of contemplation. Often less in more.

Yup, it's funny how many modern cop dramas forget that. I switch them off after a few secs of the camera jumping all over the place. Presumably the director thinks it adds tension and excitement, I just find it distracting and occasionally even nauseating. So I can understand what the Tutorial says about keeping the cameras simple, but it seems that in Muvizu at the moment even 'simple' is too hard.
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