shotCam

DOWNLOAD:

shotCam (Maya rig scene)

shotCamLister (GUI)

Note: The shotCam.ma file is a Maya 2008 file. To make it compatible with earlier versions, open the file with Notepad and add “//” in front of line 5 (the one that says “requires maya “2008″).

Last updated on 18 May 2010: The GUI script is now compatible with Maya 2011.

INSTALLATION:

1) Put the shotCam.ma file and the shotCamLister_xxx.mel script in a directory on your disk drive.

2) Open the shotCamLister MEL script with Notepad (NOT Wordpad) and change the path on line 25 to reflect where you put the files in step 1:$importShotCam = "C:/my_scripts_path/shotCam.ma";

3) In the Maya script editor, type:
source "C:/my_scripts_path/shotCamLister_xxx.mel";
shotCamLister;
(You need of course to use the path where you copied the files, and to replace the xxx by the correct file version)

INFO:

This is the camera rig I’m using for the ruff layout (RLO) stage of my short movie. The reason I’ve come up with this rig is that I’ve had to do pretty complex moves where you’d start on a very tight close-up on a face, and end-up on a huge wide-shot looking at a space shuttle falling towards the Earth. All in one scene of course.

But first a few words about the way I work. This should answer any questions about the method behind the madness, and hopefully alleviate potential frustration stemming from the particularities of the rig.

Probably the most important notion is that you do not simply “rotate” the shotCam (with the rotate manipulator). That’s right. Any sideways, vertical or tumbling motions are happening through the specific channels. I know it might sound counter-intuitive at first, but after trying many options, it’s the one I chose. This way you can have very precise control on any part of your camera move at any point in your animation without impacting the overall move.

In other words, I never set the camera through the viewport itself (as you would normally move in the perspective view for example). I always manually “put” the camera where it should be in “real life” (using one of the transform groups included to that effect), and then only do I set up the composition for the shot itself.

The way I work is I always keep on the side a viewport opened looking through the shotCam itself. A little bit like a monitor on a live-action shoot. That way, I can animate the camera like I would any other object with a weight and a trajectory. And I can keep an eye on the characters’ location to make sure they don’t end up in weird position and/or orientations.

So there are 2 steps here:

  1. I select one of the transform nodes (usually “transform_B”), and roughly place the camera (freely rotating and translating) where I think it should be.
  2. I refine the composition through the shotCam rig itself, using the channels to get what I want.

After that I won’t touch the transform node anymore and will only use the shotCam itself to do any camera move.

FEATURES:

THE GUI:

The GUI gives you quick access to your shotCam’s overall controls:

Import New shotCam“: As the name says, it imports the shotCam rig (a Maya file) into your scene. You’ll be prompted to choose a name, a color, a focal length (default is at 35mm) and the aspect ratio (default 2:35).

The “F” stands for the camera’s frustum.

The padlock locks your camera’s attributes so they can’t be modified (to make sure you don’t change anything by mistake).

The “Vis” stands of course for “Visibility”. It’s useful because it’s different from the visibility of the shotCam itself. It commands the visibility of the shotCam top node; So you can turn it on or off without fear of messing your visibility keys.

Then you can right-click on the shotCam button to access a menu that lets you select individual nodes and edit the camera’s details.

NOTES:

TO DO: