In Harmony is a camera that can move along the X, Y, and Z axes. Having the camera move on the Z-axis offers the possibility to create truck in and truck outs, as well as multiplane camera moves. The default camera position is centred and backed up to 12 fields.
It is important to understand the coordinate values in Harmony. Harmony's core is based on the origins of animation. In traditional animation, a scene's size and camera motion are calculated in fields. A field has a 4:3 ratio and measures 0.5 inches (12.7 mm) in width. A specific grid has been created for this purpose known as a field chart. Harmony uses this unit of measurement as its coordinate system.
A field chart uses the cardinal directions. The X axis is the east-west (left-right) direction, the Y axis is the north-south (up-down) direction and the Z axis is the forward-backward direction.
The camera is treated the same way as any other element. You can use the same tools and selection modes to offset or animate it, but the camera is a static object. To animate the camera, you need to connect it to a peg layer. A peg is a trajectory layer.
While making camera moves, you can use the Top, Side, and Camera views.
- Do one of the following:
|‣||From the top menu, select Windows > Top or Side.|
|‣||From any view already open, click the Add View button at the top-right corner and select Top or Side.|
- If you don't already have a camera layer, do one of the following:
|‣||From the top menu, select Insert > Camera.|
|‣||From the Layers toolbar, click the Add Layers button and select Camera.|
|‣||From the Node Library view, select a Camera node and drag it to the Node view.|
A new camera layer is added to the scene and appears in the Timeline view.
- In the Timeline view, select the Camera layer.
- From the Layers toolbar, click the Add Peg button.
A Peg layer appears directly above the Camera layer, which is automatically attached to it.
The Peg layer automatically takes the name of the camera and adds the suffix -P to indicate that it is a Peg layer, for example Camera-P.
If the new Peg layer did not appear directly above the camera, you may have clicked elsewhere in the scene, which deactivated the layer on which you want to add the Peg layer. To fix this:
|‣||Select the Camera layer and drag and drop it under the new Peg layer. Or delete the misplaced Peg layer, select the Camera layer and click the Add Peg button again.|
|‣||From the Node Library view, select a Peg node and drag it to the Node view. Then connect the peg’s output port to the camera’s input port.|
You can also press Ctrl + P (Windows/Linux) or ⌘ + P (Mac OS X) to create a peg and connect it to the camera, or select the Camera node and press Ctrl + P (Windows/Linux) or ⌘ + P (Mac OS X) to create a peg.
|‣||You can unparent layers by holding down Shift and dragging the selected parents away from the child layer. Drop your selected between other layers.|
- In the Tools toolbar, enable the Animate mode.
- In the Tools toolbar, select the Transform tool or press Shift + T.
- On the right side of the Timeline view, on the Camera Peg layer, select the frame at which you want the camera move to start.
- Do one of the following:
|‣||In the Timeline toolbar, click the Add Keyframe button.|
|‣||Right-click and select Insert Keyframe.|
A keyframe appears in that cell. Any frames preceding this keyframe cell will hold the same camera position as this keyframe.
- In the Top, Side or Camera view, select the camera (the large V-shaped cone) and move it to the desired position. In the Camera view, the camera is represented by a thin frame. You need to click directly on one of the edges.
- On the Timeline view, click on another cell a bit further down in time to indicate where the camera move will end.
- Select the camera in the Camera, Top or Side view and move it to the desired position.
A second keyframe appears and a line is created between the two frames to indicate that the subsequent motion between the frames will be calculated and rendered by the program.
- Play back your animation.