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Daz Camera Animation<\/h2>\n\n\n\n If you have a long animation scene, it probably would be a good idea to animate your camera. Having a stationary camera, while everything in your scene moves will not look good<\/strong>. <\/p>\n\n\n\nYou can make fly-throughs through your scene or make your camera transition between views. Cameras can follow your characters and characters can follow cameras too. All of this<\/strong> is what we are going to talk about in this section.<\/p>\n\n\n\nCamera Following a Character<\/h3>\n\n\n\n Sometimes you want your character to move. And obviously because of that, they can go out of the camera view<\/strong> or move out of focus<\/strong>. Of course this means that you want cameras to follow character movements. It can be done manually, by rotating the camera and adding keyframes.<\/p>\n\n\n\nAlternatively, this can be easily automated<\/strong>. If you create a camera and go into its parameters, you can find there the \u201cConstraints\u201d option:<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nAnd here, in \u201cPoint at\u201d, you can choose what to follow. You will need to choose some part of the body, for example, the head. Because if you select the character, the camera will be pointed at its bottom<\/strong>, because that is where character origin point is. <\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nNow we can move both the camera and character however we like. And the camera will always<\/strong> be pointing at the head of our character.<\/p>\n\n\n\nFly-throughs Camera Animation<\/h3>\n\n\n\n Another important camera movement that will improve your scene<\/strong>. You can make the fly-throughs pretty easy, it is more a case of understanding best ways to do them. <\/p>\n\n\n\nTo make a fly-through, just use all of the methods we talked about in this daz studio animation tutorial. Use transforms, create keyframes. One thing that is different, is that you can change to camera view and control it like it’s a viewport<\/strong>. It will also create keyframes, as regular. So combine these two techniques and create needed animations. Position the camera at your first frame, then select your end frame and position the camera at that point of time.<\/p>\n\n\n\n <\/figure>\n\n\n\nAnimating camera using different transforms<\/span><\/p>\n\n\n\nMaking Figures Look at the Camera<\/h3>\n\n\n\n There are situations when you want your characters to look directly into the camera<\/strong>. And that is not too hard to realize. Just use different transforms to point your head and eyes at the camera.<\/p>\n\n\n\nBut if you work with animation, where every frame the position of camera and characters can change, it quickly can become too much work<\/strong>. That is why Daz3D added the \u201cConstraints\u201d option in the Parameters. The same option we used for the Camera to follow character. Yes, it can work both ways.<\/p>\n\n\n\nSo you need to click on the eye, open the \u201cPoint at<\/em>\u201d menu and choose \u201cCamera<\/em>\u201d there. Or any other object<\/strong> in that case. You can see the eyes looking at the camera with this technique on the screenshot:<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nSadly, this will not work on the head<\/strong>. As using constraint to point the head at the camera, will point top of the head, instead of the face. So you need to move the character’s head manually for this. Or are you? <\/p>\n\n\n\nFortunately, some good people made a script that will, indeed, point both the head and the eyes<\/strong> at the camera. You can download this script by following the link: https:\/\/sites.google.com\/site\/mcasualsdazscripts2\/mcjlookatthecamera<\/a><\/p>\n\n\n\n