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Animating the Camera

When you animate the camera, you're changing the view of your scene over the course of the animation. Since you're in 3D space you can move the camera to any position in the scene. You can have your camera circle around the scene, zoom into it or even fly under it. There are two ways of animating the camera in Bryce: using the Camera Position Controls or by moving the camera as an object.

The easiest way of animating the camera is to use the Trackball (or other Camera Position Controls) in Camera View while Auto-Key mode is enabled. Any changes you make to the position of the camera are automatically recorded as part of a key event. When you play the animation, your camera changes are added to all the other changes in scene properties to create the action in your animation.

While working in Camera View may be the easiest way of animating the camera, it is not the most precise. Because of the view's first person perspective, it can be hard to see the exact path of the camera as it moves. This can make creating a precise motion difficult. However, if you switch views, to an Orthogonal View or the Director's View, you'll be able to see the camera as an object in the scene. Then you can select the camera and set up key events for its position, just as you would for any other object. You can also display the camera's motion path so you can make precise adjustments to its movements.

After you're done setting up the key events for the camera, you can see the changes in the Sequencer in the Advanced Motion Lab. There you can rearrange the order of events or change how long it takes to move between camera positions. Refer to "Object Hierarchies" for more on working in the Hierarchy or "Time Mapping Curves" for more on remapping time.

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