![]() ![]() I then add an array modifier to the cube I move the cube back into the center of the scene and scale it to the size of a plank of wood I will then select the center vertices and, using Proportional Editing (which can be access by using the O key), I change the look of the curve by using G and the middle-mouse-button and move the curve down along the Z-Axisīack in object mode, I apply the rotation and scale of the curve with CTRL + A I will then scale the curve along the X-Axis and then right-click to subdivide it In edit mode, I will convert the curve to a Vector using the V-key to open the handle type menu I will rotate the curve around the X-Axis 90 degrees Let’s use the example of a suspension bridgeįor now, I will just move the default cube out of the way and add a Bezier curve The curve modifier works along the global X- Y- or Z-Axis which means that when you move the mesh in the global axis the mesh will traverse along the curve Curve Modifier (We covered this in a recent tutorial.We will be learning how to use the curve modifier to deform a mesh along a curve in Blender 2.9 Using the camera mapping feature of Blender, you can even make the movement of the 3D camera follow the movement of the live background video. You can even make 3D holographic screens by adjusting the opacity when you composite the screen into your live footage. You can also have a huge video screen behind a 3D scene to put a moving real world background to a scene involving a huge dinosaur or animated skeletons, as in the old Ray Harryhausen movies, to make 3D animation interact with live action. You can replace the windows of a spaceship with video screens, or even place a video screen behind the glass, to simulate live action taking place inside the ship. It’s a great way to make new and original video treatments by obscuring your videos in a variety of interesting ways, through glass, reflected in planes like a hall of mirrors or playing on 3D models of classic TV sets in 1950s rooms all built out of 3D objects.īut you can use video screens in your animations and movies for a variety of other visual effect uses too. The main reason for virtual video screens in 3D is that they can interact with 3D elements as in the example video where we placed a glass bauble in front of the screen on the left for the light and image to refract through. ![]() When you render the scene the videos will play. Even if you wish to duplicate your virtual video screen and have multiple instances of it around the scene, put a few objects in the scene which will reflect or refract the light from the screens. Set up a scene with a reflective floor, and remove all other lights from the scene. Set the start frame to frame 1 (where the movie starts in your animation) and the offset to 400, that is to say the video will start at the beginning of your animation at frame 400 of the embedded video and continue for 250 frames. Set the frames to 250 so we only show 250 frames from the video. Frames is the amount of frames from the video you want to show. There is a trio of fields to fill in marked Frames, Start Frame and Offset. The last step is the playback parameters listed in the Material properties. If the rotation is not fully correct, you can type 90 into the field that pops up bottom left after you complete your rotation. Rotate it to 90 degrees (look at the numbers changing at the bottom left of the screen as you rotate), and accept the rotation by pressing the left mouse button. Constrain the rotation to the Y axis by pressing Y. ![]() Select the screen plane with the right mouse button, and rotate it by pressing R and moving the mouse. ![]() Now the image is on the “screen,” but it’s lying flat, so we need to rotate it upright. Rotate the image around the Z axis (up and down) by typing -90 into Z axis rotation. Open the Mapping node of the material by clicking the tiny plus symbol in the white dot next to the word Mapping. The video is now on the plane, but it’s not correctly oriented. Then you’re done with mapping, and you can go back to 3D View. Add a Texture Coordinates node with “Input-> Texture Coordinate.” Connect the Generated output noodle to the Vector input noodle on the Mapping node. ![]()
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