In "Link" connect "LHS" to Plane_01_Z and convert "RHS" to "Reciprocal".Convert "Link" to "Subtract" and set "Scalar" in this new calculation to -1.Set "Max" to 999999 since we really don't need an upper limit. 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.This is what we'll base the movement of the planes on. We'll use "Z Depth" to decide where the layer is in space. Now we'll want the planes to scale based on it's distance from the camera. We'll also want the Plane_01 "Z Depth" so export that as Plane_01_Z.the radius) and export as Main_Z_Inverted. Connect the Main_Z value to "Link" from the scale converted and set "Scalar" subparameter to -1.Choose a real value (for example the radius) and convert it to a Scale value.For that create a temporary layer, say a circle, in any place of the layer stack.Next we'll need an inverted version of this value to use in our calculations.Also export the "Origin" from Main as Main_Origin.Now, in the plate layer create three new layers, Blur Layer, Translate Layer and Scale Layer.Group the plate and rename it to "Main".We will later duplicate and alter this to add more plates. Group again the "Content" group and rename it to "Plane_01".You place all content of the plane in this group, this is what the circle represent. The movement and depth is accomplished by moving the main or "camera" layer. 1 gets really close while -3 is far away from the plates.Īll circles are of the same size and all is centered in the canvas, not moving 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. Furthest limit is around 1.7 where the layers are too far away to move at all. Higher values goes into space, lower out.įor the plates 0 puts them really close to the camera while 1 will put them away from the camera. The technique I'm demonstrating here uses layer Z Depth-values to position the layers in space. When the camera (or the layers) are moved you get pans and tracks with depth and space. It's a technique where you place different parts of the animation scene on glass plates at different height below the camera. The term multiplane is from when real cameras were used to photograph animation.
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