[Commercial] Canary's Cameras - Now for Genesis 9

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  • Canary3dCanary3d Posts: 2,032
    edited September 2019

    So here is how the wearable camera sets are set up - you can see some of this in the video but I'll break it down here, too, for those who prefer to have a list.  These all load up in wearable sets, as shown in the video - when you load the set, the individual cams will be available in the camera dropdown.

    Hands - there's a top, bottom, and "front" cam for each hand, with "front" meaning the side of the hand that has the thumb.  This is set up this way for humans as well as the dragon.

    Feet - there's a top, "back" - meaning looking at the heel from the back - and "outer" - looking at the foot from the outer side. These are set up for humans and the dragon. The other animals don't have specific foot cams, as the feet are simple enough that the body cams do the job (no curling claws or high-heeled shoes to tweak).

    Body - for humans there is a front, back, 3/4 right & 3/4 left view in the body set. For animals it's front, back, right, left, top, and bottom views in the body set.

    Tail - for the dragon and the big cat there are tail cameras with a left, right, top, and bottom view. 

    Wings - for the dragon there is a top view and bottom view for each wing

    Face: The face camera set has a front view, 3/4 right, 3/4 left, right, and left, whether it's for a human or an animal.

    This picture shows all the cameras for a single figure, except it only shows one side's hand & foot cams:

    Post edited by Canary3d on
  • Thank you so much, I bought it!  I can see it will be very useful and fun.

  • ArtiniArtini Posts: 9,471

    It is an amazing product and was an instant buy for me.

    I have some previous products released by Canary3d and all of them are of the very high quality.

     

  • Canary3dCanary3d Posts: 2,032

    Thanks!

  • Thanks for the video.  Very clear and helpful!   Definitely useful for my needs! 

  • JonnyRayJonnyRay Posts: 1,744

    I started once to setup something like this myself. I think it wasn't even a full evening into it when I got bored and abandoned it. Would rather be working on new images; so this was a no-brainer buy. So useful!

  • sapatsapat Posts: 1,735
    Canary3d said:

    All righty, video is finally done uploading - here's the link, and I also linked it into the original post. Please feel free to ask any questions you have!

     

    Ok, wow, that is really informative and bookmarking it for reference. Have purchased the set now and look forward to using it. Thank you sooooo much!

  • This looks very nifty. Only problem is I prefer to use InaneGlorys 35mm Cameras (https://www.daz3d.com/ig-photographers-toolbox-35mm-cameras). I suppose there is no way to combine those with your product?

  • Canary3dCanary3d Posts: 2,032
    edited October 2019
    Cederien said:

    This looks very nifty. Only problem is I prefer to use InaneGlorys 35mm Cameras (https://www.daz3d.com/ig-photographers-toolbox-35mm-cameras). I suppose there is no way to combine those with your product?

    Hm. Without my set, you can set up IG's cameras or any other cameras to follow a figure by parenting the camera to a null (edit-->create null), parenting the null to the figure hip or head or whatever, and then saving the result as a wearable preset.  So if you just want that feature, you could create sets like mine using IG's cameras. The cameras in my set are actually pretty easy to set up, it's just that I set up 400 of them to save everybody time. smiley

    Also, though - I actually don't use the CCams to render most of my images - I set up a single render cam, with the lens settings that I like, and then I leave it alone while I use the CCams to construct my scene.  If that workflow sounds like yours, you could use the IG cams for rendering and the Canary Cams for posing, scene navigation, etc. 

    For positioning the IG cam to follow the Canary cam, you could theoretically parent an IG cam to a Canary cam with "parent in place" UNchecked, and it would jump to the position of the CCam, but it would probably not be pointing the right way - the rotations are set on the cameras, not on the null parents.  So you'd have to copy those over if you wanted to duplicate rotations.

    Post edited by Canary3d on
  • sueyasueya Posts: 832

    The product spec says this is compatible with DS v4.12. Does it work with earlier versions?

  • barbultbarbult Posts: 24,249
    It is great to see you back with a new product. I bought the cameras and the sculptural G8, which has been in my wishlist for a while.
  • Canary3dCanary3d Posts: 2,032
    sueya said:

    The product spec says this is compatible with DS v4.12. Does it work with earlier versions?

    Yes! I tested it in 4.11 and 4.12, but it is not using any version-specific features so it should work in earlier versions     as well.

  • WonderlandWonderland Posts: 6,891

    I’ve really been missing the Poser Head and Hand cams and this looks like they will do something similar and more... Can’t wait to try them!

  • Canary3dCanary3d Posts: 2,032

    Thanks, Barbult! 

  • JonnyRayJonnyRay Posts: 1,744

    Obviously I've only had these a short time, but their ease of use and utility in setting up and posing characters is high enough that they've already become a standard part of my process. I even mentioned them in my recent blog post on My Daz Studio Workflow.

  • barbultbarbult Posts: 24,249

    I've been playing with these. I was surprised that in all the dozens of great camera views, I didn't find one for the back of the head (I'm using G3F right now). I wanted to examine the back of the hair. Is there a back of head camera in there someplace?

  • Canary3dCanary3d Posts: 2,032
    barbult said:

    I've been playing with these. I was surprised that in all the dozens of great camera views, I didn't find one for the back of the head (I'm using G3F right now). I wanted to examine the back of the hair. Is there a back of head camera in there someplace?

    There isn't, alas, since I had to balance potential usefulness with overloading the scene with cameras. (i started out with 5 cams per hand, for example, and reduced to 3 for the final version) Sorry! If the body back camera isn't adequate, for a  workaround,  you can do this:

    1 load head cam set to character

    2 load a second copy of the head cam set onto the character and delete everything but the face camera from the second set

    3 y-rotate the head cam null parent of the second set 180 degrees

    4. Rename camera from "face" to "hair" or something like that

    5. Verify that the hair cam is looking at the back of the head

    6. Re-parent the hair cam to the null parent of the FIRST set, with "parent in place" checked

    7. Delete the second null

    8. Save as a new wearable "face and back of head" preset. 

    If you only need it for one scene, and don't care about the name, just do steps 1-3.

  • barbultbarbult Posts: 24,249

    Wow, thank you for step by step instructions. It worked perfectly. I now have a new wearable with the extra camera for the back of the head! 

  • barbultbarbult Posts: 24,249

    I've found it kind of fun to play with the hand cameras on a posed character. I get some interesting camera angles that I never would have thought to try.

     

    Canary Camera Hand Aiko 7.jpg
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  • Canary3dCanary3d Posts: 2,032

    That's a great render! I'm glad the instructions worked. Once you get the hang of the null parenting/wearable trick, you can make a whole lot of interesting custom setups.

  • SevrinSevrin Posts: 6,308
    barbult said:

    I've found it kind of fun to play with the hand cameras on a posed character. I get some interesting camera angles that I never would have thought to try.

     

    There's a downblouse cam?

  • barbultbarbult Posts: 24,249
    Sevrin said:
    barbult said:

    I've found it kind of fun to play with the hand cameras on a posed character. I get some interesting camera angles that I never would have thought to try.

     

    There's a downblouse cam?

    cheekywink

  • barbultbarbult Posts: 24,249
    edited October 2019

    @ Canary3d I've run into a problem with the CCam G8F lHand Bottom. The Headlight is On and my render from that camera come out bright white. Other Ccams I have tried have the Headlamp set to Auto. I haven't tried any cameras other than the G8F one yet, though.

    (If you wonder why I was rendering from that camera, I was running ManFriday's Render Queue to render my G8F character from all of the G8F Canary's Cameras angles. Yes, I am weird.)

    Sculptural G8F Wood Canary Cams_CCam G8F lHand Bottom.jpg
    1000 x 1300 - 229K
    Post edited by barbult on
  • chromchrom Posts: 259

    Great tool for inspiration and adjustments.

    How behave the cams when cam positions and other parameters manually adjusted and then the figure position is changed? Are the manually cam adjustment fixed and only relative changes done regarding  the figure position changes or are they totally overwritten?

  • Canary3dCanary3d Posts: 2,032
    chrom said:

    Great tool for inspiration and adjustments.

    How behave the cams when cam positions and other parameters manually adjusted and then the figure position is changed? Are the manually cam adjustment fixed and only relative changes done regarding  the figure position changes or are they totally overwritten?

    The camera keeps its adjustments relative to the parent object, so if you change a figure camera - turn it or zoom it, for example, or change lens settings - all of that stays as you set it.  If it's a scene camera, those are not parented to figures, so they stay where you put them unless you move the null parent of the scene cam group.

  • Canary3dCanary3d Posts: 2,032
    barbult said:

    @ Canary3d I've run into a problem with the CCam G8F lHand Bottom. The Headlight is On and my render from that camera come out bright white. Other Ccams I have tried have the Headlamp set to Auto. I haven't tried any cameras other than the G8F one yet, though.

    (If you wonder why I was rendering from that camera, I was running ManFriday's Render Queue to render my G8F character from all of the G8F Canary's Cameras angles. Yes, I am weird.)

    The headlamp should definitely not be set to "on" - looks like I missed that in QA! I'll check all the presets and put through a product update to set them all to Auto. Thanks for letting me know.

    Will Render Queue render all of the cams in a scene or did you save 21 versions of your scene?

  • barbultbarbult Posts: 24,249
    edited October 2019
    Render Queue has an option to render from all visible cameras in the scene. I created one scene with all the G8F cameras and started the queue. It did the rest. I think it could be useful to you. It has a problem with dForce hair, not rendering the same way as rendering without the queue, and a problem with smoothing not being performed on non-figures. But for "regular" renders it is great. Set it up and go to bed. When you get up, your renders are done. It even has an option to shut down the computer when it is done.
    Post edited by barbult on
  • Canary3dCanary3d Posts: 2,032

    People shut down their computers? surprise laugh

  • RAMWolffRAMWolff Posts: 10,212

    Saw and bought right away.  Need this for content creation.  By the by... you ever loaded and looked at this for Dusk and Dawn from Hivewire?  

  • barbultbarbult Posts: 24,249
    edited October 2019
    Canary3d said:

    People shut down their computers? surprise laugh

    It's only an OPTION, you don't have to. cheeky 

    Post edited by barbult on
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