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You can create camera-based animations in a motion study by changing camera views or other properties.
You can change the following camera properties:
Position
Field of view
Roll
Target point position
Depth of field (effect is visible in a rendered animation only, and requires PhotoWorks)
You can also view the animation through different cameras at different times.
You can create simple animations in which a camera moves toward the model. You can add movements or create more elaborate animations.
You can use these methods to create a camera-based animation:
Key points. Use key points to animate the camera properties such as position, depth of field, and lighting.
Camera sled. Attach a sketch entity to the camera, and define a motion path for the camera sled.
A camera view is a view similar to the standard view for drawings (front, top, right etc.). You can define the movement of a camera over time by creating a sequence of camera views.
You can move the camera about a model to define an animation as follows:
By adding key points that change the view orientation
By setting the view orientation through a camera, and then moving the camera through key points
You can:
Specify one or more cameras to use to define a camera view.
Rotate, pan, and zoom the model to define the animation.
Define the animation with a sequence of camera view orientations through time.
To select a camera view to display the animation through a particular camera:
Add a camera to the animation.
Right-click the camera in the MotionManager design tree, and select Camera View.
You can use camera-based techniques to create an animation in which the view changes by moving camera or using view orientation to specify model motion:
When you use a camera for animation, you set the view through the camera, and create key points that move the camera about the model. The combination of setting the view to be through the camera and moving the camera produces an animation whereby the camera moves about the model.
When you do not use a camera for animation, you must define key points at each view orientation for the model. When you add key points to set the view to different positions, you can create an animation in which the view orientation moves the model.
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