Hello,
I recently discover that way to change active camera during render is to use
"Bind camera to markers".
Why use markers ? Why not use Keyframe/drivers to change Scene.camera (
would be more homogeneous to other anim settings ) ?
Using markers, after binding, how to retrieve witch camera is
I honestly don't know either reevuedelibre.
I just keyframe the camera, I don't see the point in learning a different tool
just for camera moves.
Also, you can use the NLA to keep track of shots : http://www.vimeo.com/5860167
On 2010-06-10, at 1:41 AM, revuedelibre . wrote:
> Hello,
>
> I rece
replace meshes in some cases or to animate text. I can also imagine it
could be used
for some rigging cases.
Not sure if this could be done through the animation system?
> Původní zpráva
> Od: Mike Belanger
> Předmět: Re: [Bf-committers] Bind Camera to marker
o
> replace scene camera,
> but also replace meshes in some cases or to animate text. I can also imagine
> it could be used
> for some rigging cases.
> Not sure if this could be done through the animation system?
>
>> Původní zpráva --------
>>
hing, with it's own timeline.
Hope this explains what I actually meant in the previous e-mail.
Cheers
Vilem
> ---- Původní zpráva --------
> Od: Mike Belanger
> Předmět: Re: [Bf-committers] Bind Camera to markers
> Datum: 11.6.2010 02:31:12
> ---
nother way too,
> but if properly implemented, this is more intuitive. If I remember right,
> Motion builder has a tool called camera switcher as
> a separate thing, with it's own timeline.
> Hope this explains what I actually meant in the
engine has this feature for meshes for ages, as the replace mesh actuator.
Hope this clears things up finally :)
> Původní zpráva
> Od: Mike Belanger
> Předmět: Re: [Bf-committers] Bind Camera to markers
> Datum: 12.6.2010 01:01:11
>