Beyond Dev - Tyler Walker
1.7K posts

Beyond Dev - Tyler Walker
@realBeyondDev
Head of 3D and Avatars for @join_hallway. MHA Beyond Creator. Comms Open. https://t.co/jhXWY0TWo5











@realBeyondDev Why not just put camera further and reduce fov?







Tired of your custom normals breaking during shapekeys? #b3d #NPR



Here's how to do this in the viewport w/no camera needed, in just a couple clicks, with no hair or body clipping. #camkeys makes it super easy.

Good question! A few reasons ✨ 1. Lower fov removes depth perception. Take a look at the video below. See how the ortho (low/zero fov view) makes the back hand the same size as the front hand? The hand in front needs to be way larger to give good sense of depth. That kind of problem makes action sequences feel lackluster. But the face looks nice like a headshot. 2. At the same time, if you look at the single wide angle fov, notice how the face looks all distorted. The hands and other details on the edges of the lens do too. However, this does give a great sense of depth! 3. Flattening with falloff in camkeys unlocks the best of both via mixed/multiple fov’s. See how the face looks flattering like the ortho view but we still get the front hand looking really big close to the screen? If we were to just play this green haired girl back with low fov / ortho view she wouldn’t look like she’s leaning in close to the camera or moving far away. That’s the big difference here. x.com/realbeyonddev/…

Anime faces look bad in 3D when you zoom too close. You can make the face look better w/ortho cameras... BUT then the hand in front looks too small and the one in back too big. Enter #camkeys custom FOV falloff. Now we don't have to stretch or scale rigs in strange ways as often to get artistically nice faces AND depth. All three shots use a 15mm lens. Camkeys can even change FOV on the character separate from the background so it lookksss ortho! (Coming in the v3.0 update, which is soon)

Use geodes falloff on the whole character instead of going purely flat. #camkeys even passes viewport data to the GN so you don’t even need to use a camera.










