Please, help me resolve this question – I am making a scene where the camera has to fly at different speeds for a long time and stop periodically. To animate the camera’s movement, I use follow patch. My problem is that I can’t smoothly slow down the camera when one follow patch replaces the other. If i was specify any blend out value in the follow patch clip parameters, the camera starts moving backwards.
So, how to make smooth transitions from one speed to another (or from speed to slow stop)?
Sorry for the stupid question. I recently started working with Unity. I can’t understand how it works (speed blend OUT)
I make 3D clips where the camera flies through tunnels to the sounds of ambient music. I also successfully use the Deckard render, all other SLATE functions. But I can’t solve the problem with smooth transitions of speed…
To have complete control of the speed, it is best to not use Follow Path, but rather Animate On Path clip, within which you are able to custom animate the position the camera has on the path exactly and as such create slow in or slow outs accordingly.
With that said, for complex camera movements, I would instead rather suggest to simply animate the camera shots (from within the Shot Clip) with keyframes since that gives the most control. Keyframes will also show a “motion path” in the scene view similar to a “Path” so it is not that different and actually very easy to animate 🙂
Please let me know if Animate On Path, or even keyframing Shot parameters (Position, Rotation, FieldOfView) works for you.
To have complete control of the speed, it is best to not use Follow Path, but rather Animate On Path clip, within which you are able to custom animate the position the camera has on the path exactly and as such create slow in or slow outs accordingly.
With that said, for complex camera movements, I would instead rather suggest to simply animate the camera shots (from within the Shot Clip) with keyframes since that gives the most control. Keyframes will also show a “motion path” in the scene view similar to a “Path” so it is not that different and actually very easy to animate.
Please let me know if Animate On Path, or even keyframing Shot parameters (Position, Rotation, FieldOfView) works for you.
Thank you!
Hi. It doesn’t work for me because
when we put the camera shot on the Animate On Path we have a parameters that works from 0 to 1. We can’t stop the camera or slow down. Because “0” is the beginning of the patch and “1” is the end. That is, if I put a key in the middle of this curve and start to lower it closer to 0 (to make it slow down) camera starts to move backwards. Please explain in more detail how to make a stop of the camera in the middle of a long way by Animate On Path or anything else…
that is Animate On Path in the parameter Position on Patch doesn’t set off the speed of the camera (only position – back and forth)
about “simply animate the camera shots (from within the Shot Clip)” – if I set Animate On Path, camera parameter pin to “Look at target position” and I can’t control camera look from within the Shot Clip. But to control the camera view this way is normal for me…
I am very stuck with the problem of smooth entry and exit. Please help me. I need to know if it’s possible to do this in the SLATE.
Otherwise, he’s just useless to my cause.
The 0-1 value in AnimateOnPath denotes the position on the path (start-end). As such, to make the camera smoothly slow down to the end, you need to adjust the curve to have it ease in. It is actually very simple 🙂 Here is an example:
And this is the result of the animation. Notice that the camera smoothly stops by the end.
Please let me know if that works for you. If not I will try to come up with something else.