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In this Blender tutorial, learn how to animate your camera in a smooth and easy way by following a path. Then learn how to create shallow depth of field and bokeh in blender to pull focus from object in your scene to another.
My Website: http://www.blenderbranch.com
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45 responses to “Blender Camera Tips: Pull focus and smooth camera motion”
Thanks!
No sound
I personally would have animated the camera first without needing to put a split of the route, simply moving the camra in position and rotation, marking the keyframes in each position and rotation, then I would add the split to control the focus, making conincidiese with the course of the camera itself and with a single depth approach, is what really happens when you record a video with any camera or mobile … is the natural effect of the video shots and also the most correct
VERY NICE WORK SIR
https://www.youtube.com/watch?v=mTgqa0suOQA&feature=youtu.be
used focus in my video saw many tutorial yours was very helpfull
Thanks man you are the guy who make videos better than blender guru.
Holy crabs, those translation for the keys are complicated on the bottom left!
Nice tut!!
Sound volume!
I know this is picky; if a compass was made of iron then it would throw off the needle.
can you change the camera view to make it either perspective view or orthgraphic? im having so much trouble with it
Thanks man
Thank you.An excellent tutorial.
Volume to 100% still cant hear you
Anyone else get his udemy.com ad at the beginning of the video about 3D modeling with Blender?
using aperture instead of radius is more comfortable i find
i want to know what software is this?
how do you add a camara?
Talk louder!
Hi! Great content! Thank you very much for your time, Kenan. I have 2 jobs and know exactly how long it taxes to produce a decent video. Keep up the good work! Thanks again!
Kind Regards
Jan
This is very interesting tutorial and Excellent, Thank you………
Worth Subscribing and More!
Excellent tutorial, just what I was looking for. Thank you!
faster way to focused camera is selecet camera and focused object and hotkeys: ctr+t – track to constrain … just add 🙂 .. however my question: is possible to make the camera on some point of path be faster and on other slower ?
thanks
better u use best vioce mike
it work in game engine?
Great Vid. How would you add a Empty to have the camera looking down on the objects?
Thank you ever so much! Trying to track a camera to an empty was about to drive me nuts because I could never figure out the axises. But this top view trick of yours seems to really do the trick! It's genius!
You can use the same technique used to set a focus and track for the camera, to make a "north" for the compass. Set the compass needle to "track to" the target empty. To keep the needle from jumping up and down, give a relational restraint on the target empty, targeting the compass needle's position, and tick only the Z axis and the X or Y, depending on what axis is "north" for you. I usually pick the positive Y axis, because that's the top of the screen when you go to top view, making texturing and modelling a lot easier.
Now, whenever you move the compass, the needle will point towards the target direction, even if you rotate the compass.
That really shallow depth of field looks a lot like a tilt-shift lens, tilted a bit too much. (you asked if there was a real lens that had that effect)
That gave me an idea for making a tilt-shift effect in Blender, so thank you for that, on top of the great tutorial 🙂
Appreciate the tutorial…….useful information……
i cant look through the camera view port for some reason
Thanks for the tutorial!
Watched a lot of tutorials but coudn't fix Some issues.
Now it's perfect! Thanks a lot
Thanks! Good tutorial!
will this apply in blender render?
Thank you it really was useful
@Kenan Proffitt This tutorial is so helpful but now I have the path i want my camera to follow. How can i change the spit of it to fit in with a song for example.
the sound is very low, but its a cool video.
Thanks
This is very, very usefull!
To answer why the "Track to" settings are what they are, change your manipulator widget from "Global" to "Local" (right next to the layer buttons). You'll see that the camera has its own axes that aren't the same as the world axes (this is also true of every other object, even Empties). The camera's Z axis is always pointing away from the direction the camera is facing. This is why "To" gets set to "-Z." You want the camera's own -Z to always be pointing "To" the target. The camera also has its own Y axis which always points "up" as you're looking through the camera (even if the camera's been rotated). Thus, you want the camera's Y axis to be pointing up so that the camera's "up" and the rest of the world's "up" are the same. You could set the camera's X axis as "up," which would make the camera lay on its side.
Knowing is half the battle! Hope that helps 😉
Nice tutorial. One question… I'm running 2.73 and there is no aperature setting in the depth of field section. Has this moved in 2.73 or am I missing something. The only thing on the Depth of field panel is the focus object and the distance.
Decent tutorial, but the last bit of the animation where you pull focus is too sharp. It should be coming to a stop at that point, not making sharp rotations. It would be MUCH better if you used two separate empty's, one to control the track-to constaint, and one to control the focus.
Keep in mind.: In some cases you have to increase the Curve- Resolution.. For example a wide circle (turntable)… Otherwise it could be shaky.