uberfoop
~=Admiral Stukov=~
- Reaction score
- 177
Transcending the Camera: a cinematic without preplaced WCIII camera objects.
This is intended as a technology demonstrator, a view of the cinematographic possibilities available to mapmakers who leave the WCIII camera object behind as the sole available eyepiece, using pure math instead.
The cinematic itself shows two simple battle scenes between dwarves and humans, trying to demonstrate many ways in which a camera may be used. I built the systems used to do this in the summer of 2009, and they've been collecting dust, and I figured I'd finish a simple cinematic with them.
The basic system necessary is my Coordinate Cameras snippet that this website hosts; there are a couple more systems used heavily, though they're probably too low-level at the present time for useful distribution. They include an angular accelerator (for smooth angular motions) and a system that manages bezier curves (for creating sophisticated arbitrary splines to move a camera along).
Unfortunately, because of the sketchiness of these systems, I'm hesistant to attempt to publish them in their current form; they require some level of micromanagement and require understanding of their internal components.
If this has piqued your interest at all, enjoy.
Transcending the Camera
This is intended as a technology demonstrator, a view of the cinematographic possibilities available to mapmakers who leave the WCIII camera object behind as the sole available eyepiece, using pure math instead.
The cinematic itself shows two simple battle scenes between dwarves and humans, trying to demonstrate many ways in which a camera may be used. I built the systems used to do this in the summer of 2009, and they've been collecting dust, and I figured I'd finish a simple cinematic with them.
The basic system necessary is my Coordinate Cameras snippet that this website hosts; there are a couple more systems used heavily, though they're probably too low-level at the present time for useful distribution. They include an angular accelerator (for smooth angular motions) and a system that manages bezier curves (for creating sophisticated arbitrary splines to move a camera along).
Unfortunately, because of the sketchiness of these systems, I'm hesistant to attempt to publish them in their current form; they require some level of micromanagement and require understanding of their internal components.
If this has piqued your interest at all, enjoy.
Transcending the Camera