9

Target Camera 1371
Procedure
To create a f ree camera :
1.
From the Create menu, choose Cameras
> Free Camera, or click Camer as on the Create
panel, then click Free on the Object Type
rollout.
2. Click the viewport location where you want the
camera to be.
The kind of viewport you click determines the
free camera’s initial direction.
Thecameraisnowpartofthescene.
3. Set the creat ion parameters.
4. Rotate and move the camera to adjust the poin t
of view.
Inter face
See Common Camera Parameters (page 2–1373).
Target Camera
Create panel > Cameras
>Target
Create menu > Cameras > T
arget Camera
A target camera “views the area around the target
icon that you place when you create the camera. A
target camera is easie
rtoaimthanafreecamera
because you simply position the t arget object at
the center of interest.
You can animate both t
he t arget camera and its
target to create interesting effects. To animate both
thetargetandcameraalongapath,itisbestto
link them both to a du
mmy object, then animate
the dummy.
Note: When you add a target camera, 3ds Max
automatically assigns a Look At controller (page
2–344) to it, with the c
amera’s t arget object
assigned as the Look At target. You can use t he
controller settings on the Motion panel to assig n
any other object in the scene as the Look At target.
Targetcamerasalwaysfacetheirtarget.
Procedure
To create a target camera:
1.
Do one of the following:
Click Cameras on the Create panel, then
click Target in the Object Type rollout.
Choose Create menu > C amer as > Target
Camera.
2. Drag in a Top or Perspective viewport. The
initial poin t of the drag is the location of the
camera,andthepointwhereyoureleasethe
mouse is the location of the target.
Thecameraisnowpartofthescene.Itisaimed
at the target, which is a separate object.
3. Set the creation parameters.
Interfa ce
See Common Camera Parameters (page 2–1373) for
a description of the common camera parameters.
Thedistancefromthecameratothetargetis
displayed at the bottom of the Parameters rollout.
You can animate this parameter, or directly
animate the target object’s location.