Real Camera Motion Library

by Digital Creator School in Models


The file comes as a .zip, so first unzip the file to access its contents.

To use this library in your Blender project choose File > Import > FBX

Navigate to where you've saved the library and into the folder with the variation you'd like to import. Note the final folder level is intended for matching your current project's framerate. The 60 fps variation is included because that's the frame rate the motion was captured and gives more data if slow-motion manipulation is intended after import in a lower frame rate.

All the cameras start with all transforms set to zero, except rotate x which is set to positive 90, so that all cameras are facing the positive y-axis.

The scale of motion is a real-world scale (1cm from the capture is 1cm inside the application) so if you need to match a different scene scale on import so the translation values are accurate, you will need to scale the animation of the translation keyframes by a factor relative to how different your scene is from a real-world scale.

All camera moves except the cell phone and some of the 'car' files were captured on a shoulder-mounted rig. That means that if you choose the rotate-only version you will lose that extra translation motion that occurs with having the pivot point further behind the lens in a shoulder-mounted camera set up. Just be aware of this difference.

To redirect any translations, like for a walk animation and you want to change the direction of the walk, the easiest way I found was to shift + a, create an 'empty,' and parent the camera underneath this new empty and use this empty to rotate and point the camera in the desired direction of travel.

Dev Fund Contributor
Published 3 months ago
Software Version 2.91, 2.92, 2.93
Render Engine Used Cycles, Eevee
License Royalty Free
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