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Old 21-01-2005, 01:18 AM   #1
Phopojijo
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Default Shortcut? Attach to normals

I know its relatively easy to do this the hard way (manually keyframe), but say you have a car, and you want the cam to stick to the hood, back door, or something (basically simulate a camcar, headcam, or something) so basically if you move the object in any direction, the camera will follow, and stay attached to the same face oriented the same way relative to the face.

ex:



Sure -- thats of a live animation, but the way the camera is rigged is similar to my thought. Stuck to the hood of the car pointed in a certain direction while the object animated throughout the world.
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Old 21-01-2005, 02:08 AM   #2
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ifi understand your question well... which you did not quite ask....

you're looking to point constrain, or parent, or parent constrain or or even geometry constrain....
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Old 21-01-2005, 06:03 PM   #3
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Kind-of did ask it actually... probably too much example, not enough question mark (typical of me).

Question: I have a camera, and an object (lets say a car) -- is there any way I can duct-tape the camera to a specified polygon/place on the car (lets say the hood) -- throughout the duration of the animation -- rotating/translating exactly as the polygon its on does?
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Old 22-01-2005, 05:43 AM   #4
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Default Re: Shortcut? Attach to normals

Quote:
Originally posted by Phopojijo
I know its relatively easy to do this the hard way (manually keyframe), but say you have a car, and you want the cam to stick to the hood, back door, or something (basically simulate a camcar, headcam, or something) so basically if you move the object in any direction, the camera will follow, and stay attached to the same face oriented the same way relative to the face.

Sure -- thats of a live animation, but the way the camera is rigged is similar to my thought. Stuck to the hood of the car pointed in a certain direction while the object animated throughout the world.
actually you didnt ask a question at all.
anyway,
Quote:
Originally posted by Phopojijo
-- rotating/translating exactly as the polygon its on does?
what you are looking for if you just need rotation and translation is
parent constrain. or just parent,
however if u for some reason want to have the camera matche the "deformation" of the hood of the car, assuming the car will crash or bend, and u still want the cam to match the facing ratio of a single poly face, use the normal constrain.
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Old 23-01-2005, 01:43 AM   #5
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Thanks, I'll try it out when I get a chance.

Trying to create a video with a motorbike escape scene. (It'll then be BINK!'d and placed in a videogame as a cutscene). I never actually needed to use this sort of camera sequence before -- I traditionally favour the fixed-cam system, though path-animated does pop up from time to time :b

Not all too good at Maya, however... I started out as just a standard modeller using the program "Rhino".
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