Animating Cameras

You animate a camera by using transforms or changing its creation parameters in different keyframes while the Animate button is on. The program interpolates camera transforms and parameter values between keyframes, as it does for object geometry.

See Animate and Track View for a full description of animation. This topic summarizes some possibilities and suggests some techniques.

In general, itÆs best to use a free camera when the camera is to move within the scene; use a target camera when camera position is fixed.

Moving a Camera Along a Path

Having a camera follow a path is a common way to create architectural walkthroughs, roller coaster rides, and so on.

Following a Moving Object

You can use a Look-At Constraint to have the camera automatically follow a moving object.

Panning

You can animate the pan of any camera very easily by following these steps:

  1. Select the camera.

  2. Activate the Camera viewport.

  3. Turn on the Animate button and advance the time slider to any frame.

  4. Use the Pan button (in the viewport navigation tools) and pan.

Orbiting

You can animate the orbiting of any camera very easily by following these steps:

  1. Select the camera.

  2. Activate the Camera viewport.

  3. Turn on the Animate button and advance the time slider to any frame.

  4. Use the Orbit button (in the viewport navigation tools) and orbit.

    The target camera revolves around its target; the Free camera revolves around its target distance.

Zooming

Zooming moves toward or away from the cameraÆs subject matter by changing the focal length of the lens. It differs from dollying, which physically moves the camera but leaves the focal length unchanged. You can zoom by animating the value of the cameraÆs FOV parameter.

Creating Animated Cutaway Views

You can animate the creation of a cutaway view by animating the location of the near or far clipping planes, or both.