TVPaint Tutorial 16
TVPaint Tutorial 16
TVPaint Tutorial 16
Learn how to use the Multiplane Camera effect (we will discuss various
examples).
The concept
The concept
With the multi plane camera effect you may control movement of several planes with background
scenery. Each plane has a specific depth and consequently, its own speed in the eyes of the
observer.
In the image above, the following are placed one over the other in the order of furthest away to
closest:
the starry sky, the mountains, the forest, the first row of trees, the running kid and finally the
second row of trees much closer.
When the animation is complete:
* The trees in the front will move from right to left very quickly as they are closer to the viewer.
* The mountains at the back will also move from right to left, but much slower.
In the photos above, the tree is a long way from the rose. In the left photo, the camera has focused
on the rose and the tree is blurred. In the right photo, the camera has focused on the tree and the
rose is therefore blurred.
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The layers mountain, forest, distant trees 1, distant trees 2 and character will be used
to reproduce the desired animation.
The Rendering > Multiplane Camera Effect
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3D views
3D views
This effect has an Open stage button which allows you to view the multiplane camera from various
angles. These 3D views will make adjustment of settings much easier.
The default settings are as follows:
* A perspective view (window bottom left)
* A left side view (window top left)
* A front view (window top right)
* A top view (window bottom right)
* The
* The
button displays the focusing plane. In other words, the plane on which the image is
focused. This plane is seen as a red dotted line in the left and top views.
The focusing plane is also visible in the perspective and front views in the form of a gray rectangle.
This will be studied in greater detail at the end of this lesson.
* The
button displays all the planes in the perspective view. (see page 10)
The popup menus of each window allow you to customize your viewing options: left, right, top,
bottom, front, back, camera and perspective.
The front and back views are not in perspective. If you choose to use
them, remember that you are viewing the various planes orthogonally
projected on the Oxy plane (see next page).
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Positioning in space
Positioning in space
Of course, we will not be working in the same way as with a 3D software, but it is still important to
know your position in space when working with this effect.
Compliant with the diagram below :
* The crosses visible on the 3D view represent the coordinate point (X=0, Y=0, Z=0) which will be
used as our reference point when positioning our camera and objects (mountain, forest, etc.).
* The indications X+, Y+ and Z+ indicate the direction of the orientation of the camera in space.
The coordinates X, Y and Z of the Camera are in fact the coordinates of the virtual camera filming
our scene in accordance with the space dimension described in the chapter above.
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If, for example, you change the Z coordinate from 1000 to 1500 units using the mini-slider, the
center of the camera will be moved further away and the image you see will be changed
accordingly.
It is possible to move the camera directly from the window of your choice in the 3D
viewing mode: simply click and slide with the left mouse button on the gray line or on
the camera icon.
* The Angle and Rotation parameters rotate the camera around the Z axis (To simplify matters,
these two parameters are not taken into account in the 3D view).
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* The Field of view parameter represents the camera viewing angle.
The wider the angle, the greater the number of objects illustrated on the screen.
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Wide field of view
* The Depth of Field effect and Focusing Distance parameters will be discussed at the end of this
lesson.
* The AntiAliasing popup allows you to smooth, with different precisions, the border of the image
which is applied on the project.
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The Planes popup menu is used to create, rename, duplicate or delete planes. The header of this
menu contains the name of the plane for which the options are displayed in the panel.
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* The Pivot parameter allows you to use a reference point other than the center of the source
image to adjust the position and size of your plane.
This is very useful when you decide to modify the Size of your source image: Size modifications
use this pivot point as origin point (below in orange).
Once you have understood this concept, positioning planes becomes much easier. All you have to
do is:
* Position your pivot,
* Place your plane at the bottom of your project,
* Adjust the size of your plane.
Let's go back to our running kid plane and apply the aforementioned procedure using the
following settings:
* Position parameters : X= 0, Y= 246, Z= 0
* Pivot parameters : X= 0 ,Y= 130
* Size parameters: 75% of initial size
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* You may now adjust the Pivot parameter (X=0, Y=210) and the remaining position parameters
(X=0, Y=850). The plane must then be stuck to the ground
* All that is left is to choose the Size (300%).
The forest layer was created with the Panning tool in the main panel (refer to lesson 7 for
further details). You may therefore duplicate it horizontally to avoid having to create too many
planes. To do this
* Use the Tile mode popup menu.
Now that the second plane has been created, all that remains to be done is create the remaining
planes in the same way: close trees, distant trees, mountain, with the only difference being
that the close trees plane will have a Z value greater than 0.
If necessary, the FX stack corresponding to the parameters we wish to obtain is
attached to the MPC.tvp project. You must therefore close it and load it again in
order to go to the next stage quicker.
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Do not confuse camera movement and possible changes in the position of your
planes.
The use of animation keys with plane position parameters is only useful if the latter
effectively move (if the camera is fixed: mountain, forest and trees are fixed).
In such a case, this method would be justified if we had created an additional plane to
illustrate movement of the moon in the sky (if the camera is fixed: the moon still makes an
arc across the starry sky).
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During our animation, all the planes seen in the 3D view on the previous page are in focus.
However, to create a more realistic effect, you may wish to create a camera focusing blur effect
(refer to page 2 of this lesson, section Focusing blur).
You will therefore have to go back to the View tab and adjust the Focusing distance (i.e. indicate at
exactly what distance the camera will be focused).
If you have followed all the steps of this lesson, your running kid will be at a distance of 1000 units
from the camera and your focusing distance is also 1000 units.
The running kid is therefore in focus. In order to blur the other elements (mountain, forest, trees),
the Depth of Field parameter will need to be increased (when at 0, no blur is applied).
This is illustrated by the creation of a red cone in the 3D view (see below) and a blur on the screen.
The further the objects are away from the apex of the cone, the more blurred they will be.
Inversely, the closer they are to the apex of the cone, the slighter the blur will be.
If your focusing distance is now 3000, your camera is located at 1000 units from the center point
and the mountains are 2000 units on the other side of the center point (1000+2000=3000), the
mountains will be focused and the other planes will be blurred.
Considering the position of the cone in the 3D diagram, it is also safe to say that the closer the
camera comes, the more the image will be blurred (see next page).
The focusing plane is also visible in the perspective view and in the front view in the
form of a gray rectangle.
In the case of the perspective view, you will see a gray viewing angle at the
focusing distance.
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In the diagram above, the blur is applied to your plane either inside or outside the
red cone. The width of the cone only indicates the blur amount.
The Blur parameter present on each plane of the Plane tab is used to adjust the blur
for each plane individually. It is expressed as a percentage of the blur generated by
the Depth of field effect parameter.
So now click on the Wizard button. The window which then opens asks if Wizard should create
planes using external projects or from the layers of the current project. These are the 2 most
common cases.
In this window, you have the possibility to define whether or not each plane is to be enabled
together with the customized Z axis position value (or not) for each plane.
You may also modify the HUD color.
Now all that remains is to click on OK and the Wizard will automatically create all your planes using
the layers.
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Other situations
Other situations
We have now learned how to use the multi plane camera effect with a simple example.
Our Multiplane camera effect may also be used in other situations:
Below you will see the transversal movement of the two planets with a fixed sun and Lens Flare
effect (it will be studied in the next lesson).
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The multiplane camera can also be used to zoom between the planes you have created :
* After you have created the planes with the wizard, go in the View tab and on the first frame of the
multi plane camera layer in the timeline.
* Create an animation key for the Camera with a negative value for the Z axis.
* Go to the last frame of the multi plane camera layer in the timeline, create another animation
key for the Camera with a positive value for the Z axis,
* Apply the FX-Stack to the whole layer.
* Use the Play button in your project window to view the result : the first planes should disappear
smoothly as shown in the example below.
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Try it now !
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