Camera Object

相机对象

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Camera Object

相机对象

General

常规

Cameras are one of the essential elements of any 3D application. Cameras define how the 2D Viewport scene will be displayed spatially. If you take a look at the 4-Panel view in Cinema 4D: each of the views has its own camera (the default camera), whose settings are maintained if Camera is enabled in the Attribute Manager’sMode menu. These cameras will not be shown as individual objects in the Object Manager.

相机是任何3D 应用程序的基本元素之一。相机定义如何二维视口场景将显示空间。如果你看一下 Cinema 4D 中的4面板视图: 每个视图都有自己的摄像头(默认摄像头) ,如果在属性管理器的 sMode 菜单中启用了 Camera,那么它的设置将保持不变。这些摄像机不会在对象管理器中显示为单独的对象。

In addition to the default cameras you can create as many cameras as you like with which you can view or render the scene from any angle.

除了默认的摄像机,你可以创建任意多的摄像机,你可以从任何角度观看或渲染场景。

When a camera is created, all parameters of the currently active Viewport camera will be assumed, i.e., the camera will basically be cloned.

当一个相机被创建时,所有当前活动的 Viewport 相机的参数将被假定,也就是说,相机基本上将被克隆。

Cameras have their own coordinate system, just like objects. The direction of view is defined by the Z axis.

相机有自己的坐标系,就像物体一样,视角的方向由 z 轴决定。

In the Viewport, cameras are displayed as a green cube with 2 film rolls, a lens and the interactive cone.

在 Viewport,相机被显示为一个绿色的立方体,包括2个胶体积、一个镜头和交互式圆锥体。

The other interactive camera functions are described farther below.

其他交互式摄像机功能将在下面进一步描述。

You will find a description of how you can switch between multiple scene cameras here. With the Stage Object you can control all cameras (as well as light sources, Environment objects, etc.). The Camera Morph tag, however, can be used to do this steplessly and also offers more options.

你可以在这里找到关于如何在多个场景摄像机之间切换的描述。使用舞台对象,你可以控制所有的摄像机(包括光源,环境对象等)。相机变形标签,但是,可以用来无级这样做,也提供了更多的选择。

How can a camera be linked to a view

相机如何连接到视图

After a camera has been created the scene will be displayed from its angle of view. The following steps can be taken to link a camera to a specific view:

创建一个相机后,场景将从它的视角显示。可以采取以下步骤将相机链接到特定视图:

You can create any number of new cameras, including corresponding Viewports (main menu: Window / New View Panel).

您可以创建任意数量的新相机,包括相应的视窗(主菜单: 窗口/新建视图面板)。

It is also possible to use any object as a camera (angle of view: Z axis). Cameras | Set Active Object as Camera. This, for example, makes it possible to precisely position Spot light sources without having to render the scene.

也可以使用任何物体作为摄像机(视角: z 轴)。相机 | 设置活动对象为相机。例如,这使得无需渲染场景即可精确定位聚光灯光源成为可能。

Controlling the camera interactively

交互式控制摄像机

When a camera is selected, several handles are made available:

当一个相机被选中时,有几个控制柄可用:

At left the Focus Distance (focal plane) is marked; at right the locations of the depth of field planes are marked (when selected and no Physical Camera is used). 在左侧的焦距(焦平面)被标记; 在右侧的景深平面的位置被标记(当选择并且没有使用物理相机)

A line runs from the camera’s origin outward and has a handle at its end. This is also the point at which the Focus Distance of the Physical Camera lies (all objects that lie on this plane will be rendered in focus). This point can be dragged in the Z direction. If you simultaneously press the Shift key, the camera can be rotated around its origin.

一条线从相机的原点向外延伸,并在其末端有一个手柄。这也是物理相机的聚焦距离所在的位置(所有位于这个平面上的物体都会被聚焦)。可以沿 z 方向拖动此点。如果你同时按下 Shift 键,相机可以绕原点旋转。

4 handles are located on the focal plane. With these handles, the Focal Length can be modified (and the corresponding fields of view).

4个手柄位于焦平面上。使用这些句柄,可以修改焦距(以及相应的视图字段)。

If you want to render a depth of field pass (DOF Map Front Blur or DOF Map Rear Blur must be enabled in the Details tab), both points marked in the image above will be displayed, which can then also be modified interactively.

如果你想渲染景深通道(DOF Map Front Blur 或 DOF Map Rear Blur 必须在 Details 选项卡中启用) ,上面图片中标记的两个点都会显示出来,然后可以交互式地修改。

Target Camera

目标摄像机

A Target camera is basically nothing more than a camera like the ones described above. With a Target camera, though, a Target tag is automatically generated. In addition, a Target object will be generated – a Null Object to which the camera is targeted. This entire setup is interactive, i.e., if the camera is moved in the Viewport it will remain targeted to the Target object and vice versa – if the Target object is moved, the camera will follow.

目标相机基本上就是上面描述的那种相机。但是,使用 Target 摄像头,会自动生成 Target 标记。此外,一个目标对象将生成-一个空对象,相机的目标。这整个设置是交互式的,即,如果摄像机在 Viewport 移动,它将保持瞄准目标物体,反之亦然——如果目标物体移动,摄像机将跟随。

Stereo Camera

立体摄像机

A Stereo camera is a normal camera, as described above, with Mode set to Symmetrical.

立体相机是一个正常的相机,如上所述,与模式设置为对称。

Animating camera movements

动画摄像机运动

In this section, you will find a few tips on how to go about animating camera movements in Cinema 4D.

在这一部分,你将找到一些关于如何在C4D 动画摄像机运动的小贴士。

First, as a general rule, avoid using a single camera path for your entire movie. A single camera path tends to bore the viewer!

首先,作为一般规则,避免在整个电影中使用单一的摄像机路径。一个单一的摄像机路径往往会让观众感到厌烦!

Cinema 4D gives you several methods to animate cameras. For methods you must first link the camera to the viewport — in the perspective view, choose the camera’s name from the Cameras / Use Camera sub-menu.

C4D给你几种方法来动画摄像机。对于方法,您必须首先将相机连接到视区ー在透视视图中,从 Cameras/Use Camera 子菜单中选择相机的名称。

  1. The simplest method is to record keyframes for the camera’s position and rotation. This is achieved by moving and rotating the camera and recording keys at different times of the animation. Once the keys have been recorded, you can fine-tune the camera movements using the F-Curves for the tracks. Occasionally, this method can become tedious because you may need to edit multiple sequences (for the X, Y and Z components). 最简单的方法是记录相机的位置和旋转的关键帧。这是通过在动画的不同时间移动和旋转摄像机和记录按键来实现的。一旦按键已被记录,你可以微调相机的运动使用 f 曲线的轨道。有时,这种方法可能会变得单调乏味,因为您可能需要编辑多个序列(用于 x、 y 和 z 组件)

  2. A more refined method is to use a spline that acts as a path along which the camera is moved. To make the camera follow the spline, assign an Align To Spine tag to the camera, then Drag & drop the spline into the tag’s Spine Path box. Next, animate the tag’s Position parameter. 更精确的方法是使用样条曲线作为移动摄像机的路径。为了让相机跟随样条曲线,给相机分配一个“对齐脊柱”标签,然后拖放样条曲线到标签的“脊柱路径”框中。接下来,动画化标记的 Position 参数
    A flexible variant of the second method involves the use of two splines and a target camera that points at a null object. One spline is used for the camera path, and the other spline acts as a path that the null moves along (two 第二种方法的灵活变体涉及使用两个样条和一个指向零物体的目标摄像机。一条样条曲线用于摄像机路径,另一条样条曲线用作 null 沿着的路径(两条)Align To Spline 对齐样条 tags will be needed this time, one for the camera and the other for the null). Naturally, the null must keep still at the times when the camera should look at the same position over a period of time. 这次将需要标签,一个用于相机,另一个用于空)。当然,零点必须保持静止的时候,相机应该在同一个位置看一段时间

    Animated camera and target. 动画相机和目标
    These two splines give you a very precise way to control the camera position and orientation. You can fine-tune the animation using the F-Curves of the two Position parameters (Align To Spline tags). 这两个样条给你一个非常精确的方式来控制相机的位置和方向。您可以使用两个位置参数(Align To Spline 标签)的 F-Curves 对动画进行微调

  3. Using the 使用Motion Camera tag 运动摄像机标签 and the Morph Camera tag 变形相机标签 you have simplified and comprehensive parameters for controlling cameras (dynamic and realistic camera behavior; blending between multiple cameras). 您有控制摄像机的简化和全面的参数(动态和真实的摄像机行为; 多个摄像机之间的混合)

How does a real camera work?

真正的相机是如何工作的?

The most important parts of a camera. Several of the corresponding Cinema 4D functions are listed in italics (below the Physical Camera, which is used for the 照相机最重要的部件。一些相应的 Cinema 4D 功能以斜体字列出(在 Physical Camera 下面,它用于Physical Renderer 物理渲染器).

Simply stated, a camera works as follows: Light enters the camera through a lens setup (which is arranged within the camera lens). The lens’ main job is to focus the incident light on the film/sensor. In most cases, one of the lenses can be adjusted horizontally to adjust the focal length (zoom).

简单地说,一个相机的工作原理如下: 光线进入相机通过镜头设置(这是安排在相机镜头)。该镜头的主要任务是将入射光聚焦到胶片/传感器上。在大多数情况下,其中一个镜头可以水平调整焦距(缩放)。

A diaphragm is integrated into the lens. This diaphragm controls the amount of incident light (has no effect on the field of view) and controls the depth of field as well as the bokeh effect (both only with a Physical Camera). The diaphragm is always open, contrary to the next component, the shutter.

一个膜片集成到镜头。这个光圈控制入射光的数量(对视野没有影响) ,控制景深和散景效果(两者都只有物理相机)。膜片总是打开的,与下一个部件相反,即快门。

In photography, the shutter opens for a brief, defined span of time. This timespan primarily controls the amount of motion blur (only for Physical Camera) but also the amount of incident light that is allowed to pass through.

在摄影技术中,快门开启的时间很短。这个时间跨度主要控制运动模糊的数量(仅适用于物理相机) ,也控制允许通过的入射光的数量。

Finally, the light passes through the open shutter onto the film or CMOS sensor (digital cameras) where it creates an image of the objects at which the camera is aimed.

最后,光线通过打开的快门进入胶片或 CMOS 传感器(数码相机) ,在那里它创建相机瞄准的物体的图像。

This camera setup is reproduced in Cinema 4D in order to create a two-dimensional pixel image of the contents of a three-dimensional scene.

这个相机设置是在Cinema 4D 再现,以便创建一个三维场景内容的二维像素图像。

The Physical Camera in Cinema 4D

C4D中的物理摄像机

If Physical is enabled in the Render Settings’ Renderer menu, numerous additional parameters (Physical menu) will be made available, all of which serve to render real-world camera effects. Among these effects are:

如果渲染设置的渲染菜单中启用了物理功能,将会提供大量的附加参数(物理菜单) ,所有这些参数都用于渲染真实世界的摄像机效果。这些影响包括:

With the Physical Camera you can render even more realistic images (with regard to "real" photos/movies) than with the traditional Cinema 4D camera (which "merely" represents a camera obscura). A complete, authentic (physical) camera was recreated in Cinema 4D, including all typical parameters such as focal length, shutter speed, f-stop, ISO, etc. Depth of field and motion blur are also controlled using these parameters. This makes it possible to easily integrate rendered images into filmed or photographed source material. Perspective, depth of field, etc. correspond if the values are the same.

与传统的 Cinema 4D 相机相比,使用 Physical Camera 你可以渲染出更真实的图像(关于“真实的”照片/电影)(“仅仅”代表一个暗箱)。一个完整的,真实的(物理)相机在C4D 再造,包括所有典型的参数,如焦距,快门速度,f-stop,ISO 等。利用这些参数还可以控制景深和运动模糊。这使得很容易地将渲染的图像整合到拍摄或拍摄的源材质中成为可能。如果值相同,透视图、景深等也相应。

Elements are included in the Physical Camera that are, strictly speaking, a step back in the display quality compared to the previous Cinema 4D camera, which, for example, possessed no lens distortion filter, vignetting, etc. The human eye has gotten used to these minor errors in photos/movies that the absence of these features does not minder the observer’s subjective realism of this imagery whereas computer generated images are often considered too "clean" or even artificial.

物理相机中包含的元素,严格来说,与之前的 Cinema 4D 相机相比,在显示质量上退步了一步,例如,它没有镜头失真滤镜,虚光等等。人眼已经习惯了照片/电影中的这些微小错误,即缺少这些特征不会影响观察者对这些图像的主观真实性,而计算机生成的图像往往被认为太“干净” ,甚至是人造的。

In short, the Physical Camera is a further step to photorealistic depictions in the truest sense of the word. Less suited for use of the Physical Camera would, for example, be the rendering of technical illustrations or similar imagery.

简而言之,物理相机是对真实感的真实写实描绘的进一步发展。不太适合使用物理相机,例如,渲染技术插图或类似的图像。

Those of you who have experience with photography will feel at home right away. Everyone else should be aware of the fact that operating a real camera is somewhat complicated due to the fact that a great deal of theoretical know-how and experience is required to get the most out of a real camera. Fortunately, software is able to take advantage of a few tricks. Depth of field can, for example, simply be disabled in Cinema 4D so the entire scene is rendered in focus. This can be a very useful feature at times.

你们中有摄影经验的人会立刻感到宾至如归。每个人都应该知道,操作真正的相机是有点复杂的事实,由于事实上,大量的理论知识和经验需要得到最大限度的一个真正的相机。幸运的是,软件可以利用一些技巧。例如,在C4D中,景深可以被简单地禁用,这样整个场景就可以在焦点中呈现。这有时候是一个非常有用的特性。

The Physical Camera, which only works in conjunction with the Physical Renderer (which itself has a number of drawbacks) should be used if you want to render photo effects as described above. To make sure the result is realistic (e.g., uniform depth of field) you should scale your scene using units (see Project Scale) to actual relative size, e.g., a real-world element that is 1.86m long should also be 1.86m long in Cinema 4D.

如果你想呈现上面描述的照片效果,那么应该使用物理相机,它只能和物理渲染器一起工作(物理渲染器本身有一些缺点)。为了确保结果是真实的(例如,统一的景深) ,你应该使用单位缩放你的场景(参见项目缩放)到实际的相对大小,例如,一个真实世界的元素是1.86米长也应该是1.86米长的 Cinema 4D。