◆This product has an Ultimate edition as an expansion.
In the near future, new puppetry technology will allow you to move your avatar as you wish without the need for animation files.
In 2023, SL will finally support Physical Based Rendering.
This will make it possible to shoot more beautiful images than ever before.
Wouldn't it be nice to have cinematic camera movement when shooting?
Camera movements, like music, convey the intention of the story and the psychology of the characters to the audience.
Is the intention of your video communicated correctly to the audience?
Most SL videos are boring and make you want to sleep because they don't use camera movements or just repeat monotonous camera movements like hypnosis.
If you haven't realized the importance of this before, from now on you should use different effective camera movements for different scenes.
KERBEROS can help you to do so.
But first, let's know what camera movements there are and when you should use them.
Look for helpful lecture videos on YouTube.
https://www.youtube.com/results?search_query=cinematic+camera+movement
Have you found the camera movement you want to recreate in SL?
Once you have decided on your target camera movement, it is KERBEROS's turn.
Take repeated shots and make video recordings as you learn how to use each function little by little.
It may be tedious at first, but it will gradually become fun.
Eventually you will start to think about how you can use it to improve your videos.
Good luck!
If your avatar is in a place where scripts can be run, you can also shoot where scripts cannot be run.
You do not need to rez any object to shoot.
Please watch the following YouTube video first.
The instruction manual is on YouTube.
https://www.youtube.com/watch?v=XjzUi-cwMx4
Check out the playlist below.
https://www.youtube.com/playlist?list=PLYseFxvWZqhaCfG2x2TboRkbPxZcJZZ7A
KERBEROS has many features, but it is not necessary to use all of them from the beginning.
The basic workflow is as follows
1 Determine the position of the camera (and camera target) when it passes over the trajectory.
2 Determine when the camera will arrive there.
3 Determine how long the camera will stay there if necessary.
4 Set the camera velocity ease.
5 Set the trajectory interpolation.
6 Take a trial shot and repeat steps 1 to 5.
7 If necessary, limit the tilt angle of the camera and adjust the timing of the camera direction change.
8 Save the completed project as a project file.
There are many functions, but it is as if there are multiple ways to accomplish one goal.
For example, there is Blender, a software for 3DCG. It, too, has multiple ways to accomplish one goal, and if you master it, you can accomplish your goal quickly.
Should we focus on the functions and make it easy to understand even if it is inconvenient, or the other way around?
KERBEROS has chosen the latter.
Use it to set yourself apart from others.
KERBEROS will surely contribute to your work.
Details.
The functions are mainly related to "camera position (camera target position)", "camera direction", "trajectory", "time", and "maintenance".
(You can watch a video about the need for camera targets at this link: https://youtu.be/JmSPnE4pRmg?t=24)
Functions related to "camera position (camera target position)":
Get object position from UUID key.
Get avatar position from avatar name.
Set camera position (camera target position) by coordinate value.
Clipboard: "Clip board function".
Copy and paste.
Position editing with rezzed camera object and camera target object.
Functions related to "Camera Direction":
Tilt, Pan, Pedestal, Truck, and Dolly movement of the camera using the scrubbed panel.
Camera direction acquisition during mouse look mode.
Dramatic camera movement: "Reactivity function".
Tilt limitation of the camera: "Tilt limitation function".
It prevents the camera from looking up or down.
It gets an elegant and rich camera movement like crane shooting.
Functions related to "trajectory":
Interpolation:
Interpolation methods: linear interpolation and nonlinear interpolation.
Confirmation :
Jog mode.
Repeat checker mode
Editing :
Reverse.
Offset.
Batch change of interpolation method.
Automatic overshoot correction.
Functions related to "time":
Ripple editing.
Stretching of shooting schedule time.
Batch change of average camera velocity.
Functions related to "maintenance": Export/Import of all path point data:
Exported data is a text file, so multiple people can create and share path points.
Other features to suppress lag when shooting.
Note.
What you should know about Lag.
https://youtu.be/mc3cMH8TX20?t=610
◆Already a user? Check out the latest version and use redelivery.
Download instructions View Video »- Camera work that can never be created with 3D Mouse or Gamepad controller.
- Freedom from poor camera trajectories using 3D Mouse or Gamepad controller.
- A smooth camera movement with 20 path points can be created.
- Camera movement data is retained even if the HUD is detached.
- The created camera movement can be used in another Sim.
An Incredible Camera HUD for Machinima !!!
I bought this HUD, not so long ago, purely for the cache option relating to fps. Now before I proceed with this review, please be aware, it will take some time to learn this HUD, it has a ton of features.
Watch the tutorial videos first, and get to grips with the path creation tools, and then everything else should fall into place. From what I have tried out, there is so much potential to be had with this, and for this number of features in an inworld environment, is a miracle imo. I look forward to learning all the other features very soon.
If you want something pro when it comes to camera work, this is the solution, hands down. Thank you for probably the best camera HUD I have ever used!
Giving this 4/5 stars, it would get 5 if it was a little bit simpler.
Quality tool for camera automation
I rarely write reviews and this is one of those rare times. If you are looking for a quality tool for automating your camera then this is it. I did not want to purchase the Basic or Standard version and then end up liking the product so much and wanting more features, then end up spending more for this version, so I just dove in head first. I was not disappointed.
This is not for the beginner unless you are serious about camera automation. Be prepared for a somewhat steep learning curve on some aspects of the HUD, especially when it comes to tuning the camera movement, but persistence and patience will pay off. There is no documentation other than the training videos, which are fairly detailed if a bit fast, so I would recommend downloading them for future reference. Not just for the pro version but also the Basic and Standard as they all share some features.
I really like that I can essentially chain camera work from multiple HUDs, especially when I run out of camera points. Just copy and paste the last camera point from the previous HUD, to the first point of the next camera HUD, and keep going, thus eliminating the jump cut between HUDs in post production. This will even work across regions but requires a bit more work since the reference points are specific to the region. The text above the HUD shows each cam and target position so this helps greatly in knowing where they are in no rez areas, making it easier to pick up where one HUD left off.
A good video card is required to get smooth camera movements, especially for outside scenes. This gave me a reason to upgrade my card. :). I still have a way to go before I would consider myself an expert with this, but to me at least it is well worth the coast and I am very pleased with it and the results.