- [Instructor] You can add 3D cameras to a scene,
look through a viewfinder to line up the shot,
animate them, and adjust the focal length.
Cameras can also be imported using FBX, Alembic,
and even the Boujou camera tracker.
You've got this little 3D scene here
to use as cannon fodder for our camera work.
So, the first thing to do
is to see how we will add a camera.
We come over to the 3D pop up and select Camera.
The camera up here is at origin.
We can adjust it either by doing
interactive on-screen controls like this
or come over to the property panel
and adjust it like this
and we'll rotate it down,
and
bring it over in Y, and maybe move it back in X.
Okay now, we've got it roughed in,
we'd like to look to the viewfinder to see how we're doing.
To do that,
you go to this pop up here,
and select the camera out of the list.
To lock the view finder, you need to click this red button.
If you don't, then the camera can get knocked off alignment.
The other neat thing about this is,
I can zoom back, alt, middle-mouse, drag left,
and I can see the whole 3D scene around my aperture.
There's the aperture right there.
So now, I can continue to refine my camera position,
and I can continue lining up the camera from here.
To change the focal length,
we go to the Projection tab and adjust the focal length
right here for zoom in or zoom out.
Back to the Camera tab.
In order to a render through the camera,
I must hook it up to the camera input
of the scanline render node.
Otherwise, the scanline render node
doesn't know where to look in the 3D scene.
I can now hook the viewfinder
up to the scanline render node,
and switch the viewer to 2D,
and I'll get a render, back in 3D, of exactly,
back to 2D, what the 3D camera saw.
Now, there's another way to adjust your camera.
Again, selecting the camera here,
so you're looking through it,
then Command or Control + Click
on the 3D camera lock and it turns green.
When it's green, you're in a special interactive mode.
Watch the camera translate information over here
as I move the camera left and right, up and down.
I can also change the camera rotation
with Alt + Right Mouse button.
Key point, when you're done,
be sure to turn it off.
If you don't, the next time you mess with your viewer,
you're going to disturb your camera location.
Okay, let's put the viewer
back to the default perspective view
so we can see our whole 3D world here.
There's a second way to create a camera,
and that is through the viewer.
So, let's do this, let's take a very high angle view
of our scene here.
Okay, alright.
Then, back to our camera pop up, select Create Camera,
and it has created a new camera here, camera two,
and I can hook that up to the scene node.
In fact, you can have as many cameras as you want
hooked up to the scene node.
You'll see why in just a minute.
Now, if I zoom out, I can see my new camera.
Here it is, Camera2, and it's up high.
If I want to see a 2D render of it,
I'm going to have to hook it to the camera input
of scanline render node.
So, I'll hook Camera2 to the scanline render node,
and come over here and select the 2D view,
and there it is from the high camera.
I'm going to go back to the 3D view.
With two cameras hooked up to the scene node,
you're free to go through here
and pick whichever camera you want to look through.
The reason you might want to do that
is you could have several cameras in the scene.
So, you can view the scene from many different angles
to make sure things are lined up,
but only one camera is hooked up to the scanline render node
for your final render.
Nuke makes it easy to create and animate 3D cameras
or import them from external files,
just make sure that when you turn the camera lock green
for the interactive camera mode,
that you're sure to turn it off when you're done
so you don't accidentally mess up your camera.