3D-Matrix 32 is designed to create endless virtual flights over a plain full of clips. Up to 32 clips can be used. Everything is controllable. The sky is the limit.....
3D-Matrix 32 is a part of the 3D-collection, which also includes a 16-clips version of 3D-Matrix.
Also take a look into the Demo-section for some Demo-videos.
|Fly over your clips and images|
Fully controllable 3D-motion
Use up to 32 different clips
Spin and turn, go up and down as you like
Transparency is fully supported
Fully controlable with a massive (!) amount of controls
Put the clips in order or let them be random
Generate automatic movements with super-soft animation
Define the behavior of the background
Choose the perspective as you like
|Take a look at what you can do:|
|Create a flight over a giant plain full of clips. Up to 32 different clips can be used!|
The plain consists of 50 x 50 cells which can be filled with clips in a variety of different ways.
The screenshot to the left was done with a "high altitude". As you can see: A lot of clips....
|Even this is possible: Transparent filmstrips|
This is only one of the many possibilities you have with 3D-Matrix.
This effect is actually very easy to create. Simply use the
Order-method "Column by Column" and 3D-Matrix puts all clips side by
side. The filmstrip borders are also provided within the 3D-collection.
But if you like, you can also create your own borders. As I said: The
sky is the limit...
| 4 methods are available to place the clips on the plain.|
Row by Row
Column by Column
|How to use the 3D-Matrix 32 generator as a transition:|
|Lets take a look into the "manual settings" section. There are:|
X-Position / Y-Position:
This is the XY-position of the "camera" over the plain. If you enter a value that can be devided by 10, the camera will be exactly over a clip. Which one depends on how many clips are applied and what "Order" is used.
This is the height of the camera over the plain. 0 means that the camera is directly over the plain and a the clips can be seen closest. Higher values lift the camera up into the air.
This is the angle of the camera. 180 means that the camera is looking straight down. 90 means that you look straight forwand. 270 can be compared as if you do a headstand.
This the tilt-angle of the camera. Imagine the camera is mounted to a motorcycle and the driver is on a bendy race-course. With "Tilt" you can tilt the camera like a motorcycle does it in a bend.
This is the rotation of the camera compared to the plain. It can compare it with the ability to look north, south, west and east.
To do a transition you have to start with values like these:
Only change the X- and Y-values to see a clip fullscreen.
Use keyframes to go from one position to another. If you animate X and Y via keyframes you will see a moving camera.
If you animate "Height" your camera will go up and/or down.
...and so on.
|All clips will start at frame 0. If you want to do a transition you have to do this:|
-Place both clips in the timeline on two different videotracks. Let the clips overlap!
-Place the 3D-Matrix generator also on the timelime at a third track.
The length of a generator within the timeline can be easily adjusted just by dragging its sides. But you can also CTRL-click the generator and adjust the length within the popup-menu.
|Now cut the clips at the left and right side of the 3D-Matrix generator.|
Move the two small parts into the controls of the 3D-Matrix generator. You can use what ever image-well as you like.
|Now clean up the timeline as seen to the right.|
|The "trick" is to find the clip where you want to start from and the clip you want to go to.|
At first the playhead must be set to the beginning of the generator in the timelime. Now use the above values, but set Height to about 100 or so. Then you will see the plain and you can look out for the start-clip. Now set X and Y so you can see the clip right in the middle of the screen and then go down (set Height to 0). Now you will see the start-clip full-screen. Keyframe all values of the "manual settings" section to lock the current position.
Now set the playhead to the end of the generator. Do the same thing with the second clip and keyframe the position.
To add some animation for the transition, set the playhead to various positions in the timeline and change the Height, Rotation and so on to get a camera-movement for the transition. DonĄt forget to keyframe these new values.
Now you only have to render it. ThatĄs it.
|These are the controls. A lot of things can be defined:|
|Within the Ground-Section you can define what can be seen on the areas of the plain where no clips are set.|
The Background-section defines what can be seen in the background. This is very useful to minimize the amount of video-layers in the timeline.
Method is used to define if you want to create an automatic flight or if you want to create your flight manually by using keyframes.
The camera is controlled by the parameters View-Angle, Tilt and Rotation.
Within the Automatic-Section you can define the starting-point, the end-point and several additional movements. After rendering you will get a transition from one clip to another.
Further down starts the list of clips you want to use. as I already said, up to 32 clips can be used.