Advanced Techniques
Master the sophisticated features and workflows of the RTMC130 Motion Control System for creating complex camera movements.
Advanced Techniques Guide
This guide covers sophisticated techniques and features of the RTMC130 Motion Control System that allow for more complex and creative camera movements. These advanced capabilities enable precise control for specialized cinematography applications.
Prerequisites: Before exploring these advanced techniques, you should be comfortable with the basic operation of the system as covered in the Basic Operations and Creating Movements sections.
Virtual Axes Setup and Operation
Virtual axes allow you to control the system in terms of intuitive camera movements rather than individual motor axes, making complex shots more manageable.
Understanding Virtual Axes
A virtual axis is a software-defined combination of multiple physical axes that behave as a single unit. For example, instead of thinking in terms of "Pan motor" and "Track motor," you can create a virtual axis called "Arc" that combines both to create an orbiting camera movement.
Benefits of Virtual Axes
- Simplifies control of complex multi-axis movements
- Provides more intuitive control of camera perspective
- Enables more natural hand-operated movements
- Allows for precise coordination between axes
- Makes repeatable complex movements easier to program
Setting Up Virtual Axes
- Access the Virtual Axis Setup:
- From the main Control Panel, type
va
(Virtual Axes) and pressEnter
- Alternatively, press
JOG32
+STOP/CANCEL
on the jogbox
- From the main Control Panel, type
- Define a Virtual Axis:
- Select the virtual axis number you want to configure (e.g., V1, V2)
- Assign the physical axes that will contribute to this virtual axis
- Set the contribution ratio for each physical axis
- Name the virtual axis (e.g., "Arc," "Boom," "Crane")
- Example Configuration:
To create a virtual "Arc" that combines Pan and Track:
Virtual Axis: V1 Name: ARC Physical Axis 1: 5 (Pan) Ratio: 1.000 Physical Axis 2: 1 (Track) Ratio: 0.050 Physical Axis 3: 0 (None) Ratio: 0.000
This creates a virtual axis where for every degree of pan, the track moves 0.05 units, creating an arcing movement around a subject.
Using Virtual Axes
- Activate Virtual Axes Mode:
- Press
JOG32
+STOP/CANCEL
on the jogbox to toggle virtual axes mode - The jogbox display will show "VA MODE" when active
- Press
- Select a Virtual Axis:
- In VA MODE, press the number of the virtual axis (e.g.,
1
for V1) - The jogbox will display the virtual axis name
- In VA MODE, press the number of the virtual axis (e.g.,
- Controlling the Virtual Axis:
- Use the
+
and-
jogbox buttons to move the virtual axis - All contributing physical axes will move proportionally according to their ratios
- For recording, set all physical axes to REC mode
- Use the
Common Virtual Axis Configurations
Virtual Axis | Physical Components | Purpose |
---|---|---|
ARC | Pan + Track | Camera orbits around a fixed subject |
DOLLY+ | Track + Focus | Forward movement with focus compensation |
OVERHEAD | Lift + Tilt | Move camera up while keeping subject framed |
DIAGONAL | Track + Lift | Move camera at 45° angle through space |
VERTIGO | Track + Zoom | Dolly zoom/vertigo effect with precise ratio |
Important: When using virtual axes, remember that all component physical axes must be in REC or NEUT mode. If any component axis is in OFF mode, the virtual axis movement will be incomplete.
Complex Camera Choreography with Multi-Pass Recording
Multi-pass recording allows you to build complex movements by recording different axes in separate passes while playing back previously recorded moves.
Multi-Pass Recording Concept
Rather than trying to control all axes simultaneously, multi-pass recording lets you focus on a subset of axes in each recording session. This is particularly useful for movements that require different types of coordination or timing.
Multi-Pass Recording Process
- First Pass: Primary Movement
- Set only the primary axes to REC mode (e.g., Track and Pan)
- Record or keyframe the primary movement
- Run and review the movement to ensure it's as desired
- Second Pass: Secondary Movement
- Set the primary axes to NEUT mode (this maintains their movement but doesn't record new data)
- Set secondary axes to REC mode (e.g., Focus and Tilt)
- Play the primary movement while simultaneously recording the secondary axes
- This allows you to match the secondary movement to the primary one
- Additional Passes:
- Continue with additional passes for tertiary movements or refinements
- Each time, set only the axes you want to modify to REC mode
- Keep previously completed axes in NEUT mode
Example: Creating a Complex Movement in Passes
Scenario: Overhead Tracking Shot with Focus Pull and Dutch Angle
- Pass 1: Base Movement
- Set Track (1) and E/W (4) to REC mode
- Create a smooth tracking path
- Pass 2: Height and Angle Changes
- Set Track (1) and E/W (4) to NEUT mode
- Set Lift (2) and Tilt (6) to REC mode
- Play back Pass 1 while recording height changes to clear obstacles
- Pass 3: Focus and Roll
- Set all previous axes to NEUT mode
- Set Focus (9) and M_ROT (7) to REC mode
- Play back the movement while adding focus pulls and a gradual Dutch angle
Advanced Multi-Pass Techniques
- Reference Points: Use frame numbers or physical markers to identify key synchronization points across passes
- Partial Passes: Record only portions of a movement in a pass by using
sn
(Set NEUT) andsr
(Set REC) at specific frames - Compositional Refinement: Add subtle pan/tilt adjustments in a final pass to perfect framing
- Correction Passes: Fix problems in specific axes without affecting others
Pro Tip: When planning a complex move, sketch out the movement and divide it into logical passes. Decide which axes should be grouped together based on their relationship in the shot (e.g., pan/tilt work well together, as do track/focus).
Go-Motion and Motion Blur Techniques
Go-motion is a specialized technique that creates natural motion blur in stop-motion animation by precisely moving the camera during the exposure.
Understanding Go-Motion
Traditional stop-motion animation lacks motion blur because each frame is captured with the subject stationary. Go-motion overcomes this limitation by:
- Moving the camera (or subject) during the exposure
- Creating natural motion blur in the captured frame
- Precisely calculating the blur amount based on movement speed
- Resulting in more realistic, film-like animation
Setting Up Go-Motion
- Access Stop Motion Controls:
- From the main Control Panel, click the
StopMotn
button - Or type
sm
and pressEnter
- From the main Control Panel, click the
- Configure Motion Types:
- In the Stop Motion screen, locate the TYPE column
- For each axis, set the appropriate motion type:
- S (Still): No movement during exposure
- B (Blur): Movement during exposure (Go-motion)
- I (Index): Movement between exposures only
- Configure Blur Parameters:
- For each axis set to "B" type, configure:
- Blur Amount: How much movement during exposure (percentage of frame movement)
- Blur Duration: How long the movement occurs (in milliseconds)
- Blur Shape: The acceleration curve of the blur movement
- For each axis set to "B" type, configure:
- Camera Trigger Setup:
- Configure the camera trigger in the Stop Motion menu
- Set the exposure time to match your camera's settings
- Ensure the trigger output is connected to your camera
Go-Motion Workflow
- Create Base Movement:
- Create a standard movement using keyframes or recording
- This defines the primary positions at each frame
- Calculate Blur Requirements:
- Analyze the movement speed between each frame
- Faster movements require more blur
- Use the
cb
(Calculate Blur) command to automatically generate appropriate blur values
- Execute the Shot:
- In stop-motion mode, the system will:
- Move to the exact position for each frame
- Trigger the camera
- Execute the blur movement during exposure
- Move to the next frame position
- Repeat for each frame
- In stop-motion mode, the system will:
Advanced Go-Motion Techniques
Technique | Method | Effect |
---|---|---|
Selective Axis Blur | Apply B type to some axes, S type to others | Motion blur only in certain directions |
Directional Blur | Adjust blur amount positive or negative | Emphasize direction of movement |
Variable Blur | Change blur amount throughout the movement | Adaptive blur based on speed |
Multi-pass Blur | Multiple shorter exposures with incremental blur | More precise control over blur shape |
Important: Go-motion requires precise synchronization between the RTMC130 system and your camera. Always test the triggering and exposure timing thoroughly before shooting a complete sequence.
Real-World Application: Character Animation
When shooting stop-motion character animation with camera movement:
- Set character-controlled axes to I (Index) type
- Set camera movement axes to B (Blur) type
- This creates realistic camera blur while keeping characters sharp
- Result: Professional-looking animation with natural motion blur
Working with Multiple Axes Simultaneously
Controlling and coordinating multiple axes simultaneously is essential for complex camera choreography. The RTMC130 system offers several specialized techniques for multi-axis control.
Multi-Axis Joystick Control
For real-time control of multiple axes:
- Multi-Joystick Assignment:
- Press
JOYST AX
+ axis number to assign the jogbox knob to one axis - Connect external joysticks/encoders for additional axes
- Configure encoder inputs in
HardSet
→Encoder Setup
- Press
- Configure Control Modes:
- For each axis, decide between Position and Velocity mode
- Position: Direct mapping of controller position to axis position
- Velocity: Controller deflection controls speed of movement
- Toggle using
POSN/VELO
on the jogbox
- Recording Multi-Axis Movements:
- Set all controlled axes to REC mode
- Start recording with
rm
(Record Move) - Manipulate all controllers simultaneously
- The system records the integrated movement
Axis Grouping
For controlling multiple axes as a single unit:
- Create an Axis Group:
- Type
ag
(Axis Group) at the main Control Panel - Select the axes to include in the group
- Define the master axis that will control the group
- Type
- Using Axis Groups:
- Once grouped, controlling the master axis affects all grouped axes
- Each grouped axis moves according to its relationship to the master
- Use
gr
(Group Ratio) to adjust individual axis response
- Advanced Grouping Techniques:
- Nested groups for complex hierarchical control
- Temporary groups for specific sequences
- Conditional grouping based on frame ranges
Coordinated Keyframing
For precise multi-axis coordination through keyframes:
- Synchronized Keyframe Creation:
- Position all axes as desired at a specific frame
- Press
MEMO KEY
to set keyframes for all axes in REC mode - Use
kf
command for keyboard-based keyframe creation
- Time-Aligned Keyframes:
- Place keyframes at exact frame numbers across axes
- Use the Graph Editor to inspect and adjust timing
- Ensure motion peaks and transitions align properly
- Curve Matching:
- Apply the same curve types to related axes
- Use the
mc
(Match Curves) command to copy curve types between axes - This maintains cohesion between related movements
Tip for Complex Coordination: When planning complex multi-axis movements, create a timing chart that maps out key events and transitions across all axes. This helps visualize how different movements will interact and ensures proper coordination.
Creating Specialized Effects
The RTMC130 system can create several specialized cinematographic effects through precise control and coordination of multiple axes.
Vertigo/Dolly Zoom Effect
The famous "Vertigo" effect creates the illusion that the background is stretching or compressing while the subject maintains the same apparent size.
- Mathematical Relationship:
- The key is maintaining a precise ratio between dollying (Track axis) and zooming
- The mathematical formula:
new_focal_length = original_focal_length × (original_distance / new_distance)
- Implementation in RTMC130:
- Use the
vz
(Vertigo Zoom) command to automatically calculate the correct relationship - Example:
vz 1 10 96 80 8
- This creates a move using Track (1) and Zoom (10), starting 96 inches from subject with 80mm focal length, ending 8 inches from subject
- Use the
- Manual Fine-Tuning:
- Adjust keyframes in the Graph Editor if needed
- Test the move while observing a subject with clear foreground/background separation
- Make minor adjustments to zoom values for perfect subject size maintenance
Split-Diopter Effect
This technique simulates the optical effect of a split diopter lens, allowing two subjects at different distances to both be in focus.
- Setup:
- Position camera with both near and far subjects in frame
- Create a move that rapidly shifts focus between near and far subjects
- Set extremely short move duration (e.g., 2-3 frames)
- Focus Pull Method:
- Set up keyframes for Focus (9) axis
- Use Linear curves for instantaneous transitions
- Adjust timing to coincide with cuts or hidden by foreground movement
Multiplane Camera Effect
Create parallax animation similar to classic Disney multiplane camera work by controlling relative movement speeds of different layers.
- Setup:
- Position camera with multiple depth planes in view
- Use Track (1) for primary camera movement
- Set up virtual axis for each subject/plane that needs separate control
- Parallax Control:
- Use
pc
(Parallax Control) command to set up relative movement - Closer objects move faster than distant objects
- Adjust parallax amount to control the 3D effect strength
- Use
Bullet-Time Effect
Create a frozen-time effect with camera movement around a subject, similar to the famous "Matrix" effect.
- Setup:
- Configure for stop-motion operation
- Set all axes to I (Index) type
- Create a circular move around subject using Track (1), E/W (4), and Pan (5)
- Arc Calculation:
- Use
cc
(Create Circle) command to generate perfect arc - Set incremental frames for stop-motion capture
- Configure camera for consistent exposure
- Use
Production Note: These effects often require precise calibration and testing. Always perform test runs and verify results before using on critical production shots.
Mathematical Move Generation
The RTMC130 system includes powerful two-letter commands that can generate mathematically precise movements, allowing for complex camera choreography that would be difficult to program manually.
Built-in Mathematical Functions
These specialized commands generate complex movements based on mathematical functions:
Command | Function | Parameters | Example |
---|---|---|---|
cc |
Create Circle | radius, frames, X-axis, Y-axis, Pan-axis | cc 36.000 120 1 4 5 |
vz |
Vertigo Zoom | track-axis, zoom-axis, start-distance, start-focal-length, end-distance | vz 1 10 72 50 24 |
em |
Exponent Move | axis, start-value, end-value, exponent | em 2 0.0 48.0 2.5 |
wm |
Wave Move | axis, amplitude, frequency, phase, offset | wm 4 10.000 2.0 0.0 0.0 |
sm |
Smooth Move | smoothing-factor, start-frame, end-frame | sm 0.5 0 120 |
ie |
Impose Eases | percent-ease-in, percent-ease-out | ie 20 20 |
Wave Functions for Organic Movement
Create natural, oscillating movements using wave-based functions:
- Sine Wave Movement:
- Use
wm
(Wave Move) command with sine type - Creates smooth, oscillating movement
- Example:
wm 6 5.000 3.0 0.0 0.0 s
(creates sine wave on Tilt axis)
- Use
- Damped Oscillation:
- Combine
wm
withem
for decreasing amplitude - Creates realistic settling motion
- Example: First
wm 6 5.000 4.0 0.0 0.0 s
, thenem 6a 1.0 0.1 0.8
- Combine
- Combined Waves:
- Apply multiple wave functions to create complex movements
- Stack waves with different frequencies for organic motion
- Use different wave types (sine, square, triangle) for various effects
Compound Motion Generation
Create complex movements by combining multiple mathematical functions:
- Spiral Movement:
- Combine circular movement (
cc
) with gradual lift (em
) - Example:
cc 24.000 120 1 4 5
(creates circular XY movement)em 2 0.000 12.000 1.0
(adds linear vertical movement)
- Combine circular movement (
- Pendulum Effect:
- Use
wm
with decreasing amplitude for realistic pendulum - Example for swinging camera:
wm 5 20.000 0.5 0.0 0.0
(creates oscillating Pan)em 5a 1.0 0.2 0.9
(applies exponential decay to amplitude)
- Use
Advanced Tip: These mathematical commands can be combined and layered to create extremely complex movements that would be nearly impossible to program manually. Experiment with different combinations to discover unique camera choreography possibilities.
External Triggers & Timecode Synchronization
The RTMC130 system can be synchronized with external devices using trigger signals and timecode, allowing for precise coordination with cameras, lighting, and other film equipment.
External Trigger Options
The system can both send and receive trigger signals:
- Camera Trigger Output:
- Connects to camera's remote trigger input
- Configurable pulse width and timing
- Can be set to trigger at specific frames or events
- Effects Trigger Outputs:
- Multiple trigger outputs for controlling external devices
- Programmable to fire at specific frames
- Useful for synchronizing practical effects, lighting changes, etc.
- External Input Triggers:
- Allow external devices to control move playback
- Can start, stop, or jump to specific frames
- Useful for synchronizing with live action or other systems
Configuring Trigger Outputs
- Access Trigger Setup:
- From the main Control Panel, access
HardSet
→Trigger Setup
- Or type
ts
(Trigger Setup) at the command prompt
- From the main Control Panel, access
- Configure Trigger Parameters:
- Channel: Select output channel (1-8)
- Mode: Continuous, Single Pulse, Multiple Pulse
- Frame: Specify trigger frame or range
- Duration: Set pulse width in milliseconds
- Polarity: Active High or Active Low
- Creating Trigger Sequences:
- Set up multiple triggers at different frames
- Create trigger patterns for complex synchronization
- Save trigger setups with move files
SMPTE Timecode Synchronization
For professional production environments, the RTMC130 can be synchronized to SMPTE timecode:
- Timecode Setup:
- Connect external SMPTE timecode source to RTMC130 timecode input
- Launch
SMPTE.EXE
utility for configuration - Set frame rate to match production standard (24, 25, 29.97, or 30 fps)
- Timecode Modes:
- Chase Mode: System follows external timecode
- Generate Mode: System generates timecode
- Offset Mode: Applies offset between timecode and internal frames
- Frame Mapping:
- Map specific timecode values to specific frames in the move
- Set timecode start point relative to move start
- Configure looping behavior with timecode
Practical Applications
- Motion Control VFX: Precisely synchronize multiple passes with identical camera movements
- Live Action Integration: Coordinate camera movement with actor timing and practical effects
- Multi-Camera Setups: Synchronize multiple RTMC130 systems for coordinated shooting
- Animatronics Control: Trigger character movements in sync with camera moves
- Special Effects Timing: Coordinate pyrotechnics, lighting changes, or other effects
Important Safety Note: When configuring trigger outputs that control potentially hazardous equipment (pyrotechnics, high-speed machinery, etc.), always implement additional safety systems and verification procedures. Never rely solely on the RTMC130 triggers for safety-critical applications.
Advanced Curve Manipulation
The Graph Editor provides powerful tools for fine-tuning motion curves to achieve precise, cinematic camera movements.
Advanced Curve Types
Beyond the basic curve types (Linear, Spline, Ease), the RTMC130 offers specialized curves for specific effects:
Curve Type | Characteristics | Typical Use Cases |
---|---|---|
TCB Spline | Adjustable Tension, Continuity, and Bias parameters | Organic, customizable movements with precise control |
Hermite | Direct control of tangent handles | Custom acceleration profiles, precise motion shaping |
Step | Instant transitions between values | Animatronic triggers, sudden camera position changes |
Bezier | Precise handle-based curve control | Highly customized acceleration curves |
Mathematical | Based on mathematical functions (sine, exponential, etc.) | Physical simulations, natural phenomena |
Handle-Based Curve Editing
Fine-tune curves by adjusting tangent handles in the Graph Editor:
- Access Advanced Handle Controls:
- In Graph Editor, press
H
to toggle handle display - Select a keyframe to reveal its handles
- Use arrow keys for fine adjustments
- In Graph Editor, press
- Handle Manipulation Techniques:
- Handle Length: Controls acceleration/deceleration magnitude
- Handle Angle: Determines direction of curve entry/exit
- Symmetrical Handles: For smooth transitions (default)
- Independent Handles: For cusps or abrupt changes in acceleration
- Common Handle Adjustments:
- Short incoming handle + long outgoing handle = fast start from rest
- Long incoming handle + short outgoing handle = gentle stop
- Equal length handles = smooth passage through point
- Opposite angle handles = create cusp or direction change
Curve Operations and Transformations
The RTMC130 provides commands for global modifications to curves:
- Scale Curves (
sc
): Amplify or reduce movement magnitude- Example:
sc 1 1.5
(scales Track axis movement by 150%)
- Example:
- Offset Curves (
oc
): Shift entire curve up or down- Example:
oc 2 12.0
(adds 12 units to all Lift axis positions)
- Example:
- Reverse Curves (
rc
): Flip direction of movement- Example:
rc 5
(reverses Pan axis movement direction)
- Example:
- Time Scale (
ts
): Stretch or compress timing- Example:
ts 0.5
(doubles the move duration by slowing it to 50%)
- Example:
- Curve Fit (
cf
): Change one curve type to another- Example:
cf 4 s
(converts E/W axis curves to Spline)
- Example:
Velocity and Acceleration Control
Analyze and optimize the dynamic qualities of movements:
- View Velocity Graphs:
- In Graph Editor, press
V
to toggle velocity display - Visualize speed throughout the movement
- Identify problematic acceleration spots
- In Graph Editor, press
- View Acceleration Graphs:
- In Graph Editor, press
A
to toggle acceleration display - Check for abrupt changes that could cause jerky movement
- Look for acceleration spikes that might stress the hardware
- In Graph Editor, press
- Optimize Dynamics:
- Adjust curves to limit maximum velocities to safe values
- Smooth acceleration transitions for more natural camera movement
- Balance smoothness with timing requirements
Cinematography Tip: The most natural-looking camera movements typically have smooth acceleration curves that mimic human operation. Look for gradual starts, consistent middle sections, and gentle stops to achieve the most pleasing results.