Многоплановая камера

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Введение

Термин Многоплановая камера произошёл от названия настоящих камер которые использовали для съёмки анимации с применением стеклянных столов расположенных на разном расстоянии от объектива. Когда камера или слои двигались то в результате получался ролик с эффектом глубины (псевдо3D).

Техника которую мы будем применять сейчас использует параметр слоя "Глубина на оси Z" для того чтобы располагать слои в пространстве.


The technique I'm demonstrating here uses layer Z Depth-values to position the layers in space. Higher values goes into space, lower out. For the plates 0 puts them really close to the camera while 1 will put them away from the camera. Furthest limit is around 1.7 where the layers are too far away to move at all. The camera starts at 0 and goes into the scene, closer to the plates at positive values and away from the scene at negative values. 1 gets really close while -3 is far away from the plates.

Synfig файл основных настроек и файл с пример готовой анимации:

Multiplane_basic-setup.sifz‎

Multiplane_landscape_example_2.sifz‎


Multiplane 01 gif-anim.gif

Все кружочки на самом деле одинакового размера и находятся в центре холста не двигаясь вообще. Движение и перспектива созданы путем перемещения главного слоя (Main) или слоя "Камера".


Основные настройки

Multiplane basic setup.png

  • Сначала создайте окружность. Изолируйте её и назовите объединяющий слой с ней "CONTENT". Вы будете помещать всё содержимое "стеклянного стола" в этот слой, сейчас у нас здесь находится только окружность.
  • Изолируйте слой "CONTENT" в ещё один объединяющий слой и назовите этот слой "PLANE_01", это будет первый стеклянный стол, позже мы продублируем и изменим этот слой чтобы у нас было больше "столов".
  • Изолируйте "стол" и назовите новый слой "MAIN". Этот слой будет симулировать камеру.
  • Теперь в слой "стол" добавьте три новых слоя - размывание, перемещение и масштабирование (scale).

Соединяем всё вместе.

  • First export the Z-value from MAIN. Name it MAIN_Z.
  • Also export the origin from MAIN as MAIN_origin.
  • Next we'll need an inverted version of this value to use in our calculations.
    • For that create a temporary layer, say a circle.
      • Choose a real value and convert it to a scale value.
      • Connect the MAIN_Z-value to Link and set scalar to -1.
    • Select the value and export as MAIN_Z_INVERTED. Delete the temporary circle layer.
  • We'll also want the PLANE_01 Z-value so export that as PLANE_01_Z

Now we'll want the planes to scale based on it's distance from the camera. We'll use Z-depth to decide where the layer is in space.


ZOOM-LAYER Select the zoom layer of the plane.

Multiplane zoom-setup.png

  • Convert Amount to Add
  • Connect LHS to PLANE01_Z
  • Connect RHS to MAIN_Z_INVERTED
  • Set scalar to -1.

Now the plane will zoom based on it's distance from the camera which is decided by the sum of plane and camera Z-values. We reverse the number by scalar so it scales in the right direction.


TRANSLATE-LAYER

We use a separate Translate layer rather than the PLANE origin so that we can still move the plane undependable from the camera move.

Multiplane translate-setup.png

  • Convert Origin to Scale.
    • Connect Link to MAIN_origin. This is what we'll base the movement of the planes on.
    • Convert Scalar to range and set min to -1 to to avoid the layer to start moving the wrong direction when tracking out from the scene. Set max to 999999 since we really don't need an upper limit.
      • Convert Link to Subtract and set Scalar in this new calculation to -1.
        • In Link connect LHS to plane1_Z and convert RHS to reciprocal.
          • Next convert link to Range and set Min to 0 and Max to 999999 to avoid some strange movement when layers move too far off the canvas.
          • Convert the Link to Add and connect LHS to plane1_Z and RHS to MAIN_Z_inverted.

This whole calculation moves the layer more when it's closer to us and less when it's further away, thus creating illusion of depth.


BLUR

  • Add a blur layer and convert it's blend method to straight. (Due to a bug, convert blend method to scale and set link subparameter to 1)
  • Create a temporary blur layer for exporting values.
    • Export size as initial-blur and set value to 1.00x1.00
    • Export different real-values as falloff, near-focus and far-focus
    • Convert a real value to subtract and set LHS to plane1_Z and RHS to main_Z. Export this as PL1_CAM-distance. This calculation and export needs to be done separately for every new layer that is added.
  • Delete the temporary blur layer.

Multiplane blur-setup1.png

  • Convert Size to scale.
    • Connect link to initial-blur.
    • Convert scalar to switch.
      • Convert switch to compare
        • Connect LHS to PL1_cam-distance and RHS to near-focus, tick "greater than".
      • Convert Link off to scale,
        • Set scalar to 100
        • Convert link to scale
          • Connect link to falloff
          • Convert scalar to subtract
            • LHS=near-focus, RHS=PL1_cam-distance

Multiplane blur-setup2.png

      • Convert Link_on to switch,
        • Convert switch to compare
          • Connect LHS to PL1_cam-distance and RHS to far-focus, tick "less than"
        • Set Link on to 0.0
        • Convert Link off to scalar,
          • Set scalar to 100
          • Convert link to scale
            • Connect link to falloff
            • Convert scalar to subtract
              • LHS=PL1_cam-distance, RHS=far-focus

Multiplane blur-setup3.png


Adding more planes

  • Duplicate PLANE_01 and rename it to PLANE_02.
  • Select the layer Z Depth and disconnect it. Then export it as PLANE_02_Z.
  • Open up the Zoom layer amount and connect LHS to PLANE_02_Z.
  • Open Translate layer calculation and connect the two occurrences of LHS to PLANE_02_Z
  • Create a temporary layer and convert real value to subtract.
    • Connect LHS to PLANE_02_Z and RHS to MAIN_Z. Export this as PL2_cam-distance. Delete temporary layer.
  • Open Blur layer and change the 4 PL1_cam-distance references to PL2_cam-distance.

Duplicate the plane as many times as you'd like and go through these steps again.


Usage:

MAIN

  • Move to simulate camera movement.
  • Use Z-depth to track in/out with camera.

PLANES

are moved, scaled and blurred in relation to the camera (MAIN layer) to simulate 3D plane space.

Translate layer - This is used to move the layers in relation to the camera layer. Once setup you should not manually change anything here.

Zoom layer - This is used to scale the layers to simulate distance from the camera. Should not be altered after setup.

Blur layer - This layer blurs the layers in relation to their distance from the camera. It simulates depth of field from different types of lenses.

Here you can alter a few values:

Near-focus and Far-focus. Objects within this range from the camera (MAIN_Z - plane_Z) is in focus. • falloff - This value sets how fast objects gets blurry when outside the focus range. With a higher value the objects quickly gets blurry when leaving the range and with a lower objects needs to be far away from the range before getting blurry.

Multiplane landscape example2.gif


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