I’ve created a film camera rig for LightWave 3D which I’d like to share with the community. The rig is designed to be simple, easy and straightforward to use.
The other day I was setting up a few shots for a scene I’m working on and I started building a few basic camera rigs to get a better motion out of the shots. I had time to spare and was in the mood so I started polishing one of the rigs to be more generic and to replicate traditional analog rigs.
Check out this demonstration video for how to operate my camera rig:
Note: I’ve updated the rig since I recorded the video. The differences are lined out in the changelog at the bottom of this post.
The reason to somewhat try to replicate the controls from an analog camera rig with a stick, boom/crane, rails and so on with all the restrictions that come with it, are simply that the audience are used to the kind of camera moves those restrictions imposes. So it basically helps to sell the shot.
My camera rig comes with a few additional goodies though like a built in Camera Shaker as well as a blendable target for the camera to track.
Feel free to comment, or give me ideas and suggestions for adjustments that would improve the rig. Enjoy!
Version 1.1 – 7 Nov 2011
- Added a new control, “Release Focus”, which undocks the focal point from
camera movements into world space. Example Usage: Releasing the focus from
the camera motion, makes it easy to keep an object in focus while the
The focus distance connected to the camera is pickable in the OpenGL,
CR_focus_distance. While the actual focus point, CR_focus, needs to be
picked in the object list when released from the camera rig, or by
unchecking the lock icon in the scene editor to be pickable in OpenGL.
- Changed the label “Use Noise” to “Shake Cam”.
- Organized the rig in the schematic view.
Version 1.0 – 21 Oct 2011
- Initial Release.