Remember 3December
Find out where to celebrate your 3D CG art...
Theme color:
  • 1/3
You are here: Homepage /  Blogs /  Louis Marcoux Blog / Switching Cameras in an Animation in 3ds Max
Switching Cameras in an Animation in 3ds Max
Posted: Oct 19, 2009
Category:
Social Media:
Bookmark and Share

Here is new set of videos covering different techniques to switch cameras in an animation in 3ds max. Either it's for a pre-viz project or a visualization walkthrough from multiple points of view, you'll see how to create a camera switch to cut from one camera to another in a single animation.

 
 
In this first video, you'll see how to use the batch render tool to sequence multiple cameras one after the other to produce a single animation sequence.
 
 
Here, you will see how to create a camera switch with a camera that links to all the cameras in the scene. It's a quick setup but it has some limitations.
 
In this video, you'll discover a very flexible technique to switch cameras that allows moving keyframes to change the timing of shots and that takes into account the FOV of the scenes camera.
 
 
Since the previous technique is very useful but can take time to setup, i wrote a small max script that sets it up for a scene. The script can be found here:
userdata/fckdata/4952/CameraSwitcherV2.rar (updated on October 21st 2009).
 
And this video explains how to use the script and how to set it up.
 
In order to post any comments, you must be logged in!
Newest users comments View All 12 Comments
Posted by Louis Marcoux on Nov 12, 2009 at 12:51 PM
I wrote this script in 3ds Max 2010 so i am using the latest set of Max Script commands. Some of those commands may not be supported in earlier versions of 3ds Max.
Posted by Samarq on Nov 12, 2009 at 12:46 PM
Nice Work Mr.Marcoux!

I was testing it on my max9x32. I am receiving an error message as below:
======
--Syntax error:at-,expected
--In line: button BTN_Camera_camera-s
=========
Does it mean it wont work in max9? is there any solution if it works in max9?
Cheers
Sam
Posted by jamsurf on Nov 02, 2009 at 04:56 PM
Great . The script goes perfectly , if i would know maxscript ( on a near future , i must go for it ) , i will add
the option of make the camera switcher , after finally made like user wants , independent of the other cameras ,
for posible export to other aplications via fbx , etc ... or for a real time engine ,..... .
Posted by Louis Marcoux on Nov 02, 2009 at 03:46 PM
Yes you can. You can setup render presets (in the render dialogs) to defing how you want to render each camera. If you create the FG map from the cameras in incremental mode, then you can reuse the FG maps in read only mode.
Posted by jamsurf on Nov 02, 2009 at 03:33 PM
With this technique , batch render , and camera switching , is there any way of use render elements and
fg maps saved incrementally ?