Creating Movements

Learn how to program precise camera and robot movements using the RTMC130 Motion Control System.

Documentation

Creating Movement Sequences

This guide explains how to create precise and complex movement sequences using the RTMC130 Motion Control System. Programming movements is the core function of the system, allowing you to create everything from simple linear moves to sophisticated camera choreography.

Prerequisites: Before creating movements, ensure you have:

Understanding Movement Types

The RTMC130 system supports several methods for creating movements, each with its own strengths and applications:

Method Description Best For
Keyframing Creating specific positions at specific frames that the system interpolates between Precise, planned movements; stop-motion animation; repeatable moves
Joystick Recording Real-time recording of movements using jogbox or external controllers Natural, organic movements; following action; improvised camera work
Two-Letter Commands Specialized move generation using mathematical functions Complex paths; technical movements; parameter-based animation
Mixed Techniques Combining different methods for hybrid approaches Complex shots requiring both precision and organic feel

Timeline & Frame Rates

All movements in RTMC130 are organized along a timeline measured in frames. Understanding this concept is essential:

  • Frame Rate: Typically set to match your project (24fps for film, 30fps for video, etc.)
  • Timeline: Starts at Frame 0 and extends to the end of your movement
  • Duration: Total length of the move in frames (e.g., 240 frames = 10 seconds at 24fps)
  • Current Frame: Your current position on the timeline, shown in the main display

Setting Frame Rate: To change the frame rate, type fr at the main Control Panel, then enter the desired frame rate (e.g., 24.000) and press Enter.

Creating Movements with Keyframes

Keyframing is the most precise way to create movements. It involves setting specific positions at specific frames and letting the system calculate the intermediate positions.

Basic Keyframing Procedure

  1. Prepare the Axes:
    • Ensure all axes you want to include are in REC mode
    • Set any axes you want to exclude to NEUT or OFF
  2. Set Starting Keyframe:
    • Go to Frame 0 by pressing GOTO FR0 on the jogbox
    • Jog each axis to its desired starting position
    • Press MEMO KEY on the jogbox to set a keyframe at Frame 0
  3. Create Additional Keyframes:
    • Move to a later frame by pressing INCR FRAME or entering a specific frame number
    • Jog axes to their new positions for this frame
    • Press MEMO KEY to set another keyframe
    • Repeat this process, adding keyframes at strategic points in your timeline
  4. Test the Movement:
    • Return to Frame 0
    • Press RUN to play the move and observe the results
    • Make adjustments as needed by modifying existing keyframes or adding new ones
Setting a Keyframe

Keyframe Tips

  • Spacing: Place keyframes at critical points in your movement (starts, stops, direction changes)
  • Consistency: For smoother moves, try to place keyframes at regular intervals on the timeline
  • Planning: Sketch your movement on paper to help visualize keyframe placement
  • Start Simple: Begin with just 2-3 keyframes and add more only as needed for refinement
  • Test Frequently: Run your move after adding each new keyframe to ensure it's developing as expected

Modifying Existing Keyframes

To change a keyframe you've already set:

  1. Navigate to the frame where the keyframe exists
  2. Jog axes to their new desired positions
  3. Press MEMO KEY again to overwrite the existing keyframe
Keyframe List

Important: Always ensure you're at the correct frame before setting or modifying a keyframe. Adding a keyframe at the wrong frame can disrupt your carefully planned movement.

Recording Real-Time Movements

Joystick recording allows you to create more organic, natural-feeling movements by recording your manual control in real time.

Joystick Setup

Before recording, you need to configure which axes are controlled by the jogbox knob or external encoders:

  1. Press JOYST AX on the jogbox
  2. Press the number of the axis you want to control (e.g., 5 for Pan)
  3. The jogbox display will confirm the assignment
  4. Rotate the knob to verify it controls the selected axis

Position vs. Velocity Mode

The jogbox can control axes in two different ways:

  • Position Mode: The knob's position directly controls the axis position (more intuitive for beginners)
  • Velocity Mode: The knob's position controls the speed of movement (better for smooth acceleration)

To toggle between modes:

  1. Press POSN/VELO on the jogbox
  2. The jogbox display will show the current mode

Tip: For smoother joystick recording, velocity mode is often preferred as it allows for more gradual acceleration and deceleration.

Recording a Joystick Move

  1. Prepare for Recording:
    • Set all axes you want to record to REC mode
    • Assign the jogbox or external encoders to the axes you want to control
    • Go to Frame 0 by pressing GOTO FR0
    • Set the move duration (how many frames you'll record) by typing ml and entering a value
  2. Start Recording:
    • Type rm (Record Move) and press Enter
    • The system will display "PRESS RUN TO START RECORDING"
    • Press RUN to begin recording
  3. Perform the Movement:
    • Use the jogbox knob or external controllers to create your movement
    • The system records in real-time as the frame counter advances
    • The recording will stop automatically when the end frame is reached
    • Alternatively, press STOP/CANCEL to end recording early
  4. Review and Refine:
    • Go back to Frame 0 and press RUN to play back your recorded move
    • If needed, you can re-record or use the Editor to refine the movement

Cleaning Up Joystick Recordings

Joystick recordings often capture small hand tremors or imperfections. To clean them up:

  1. Use the ps (Pull Set) command:
    • Type ps at the main Control Panel
    • Enter the desired keyframe spacing (e.g., 10 frames)
    • The system converts your continuous recording into evenly spaced keyframes
  2. Use the sm (Smooth Move) command:
    • Type sm at the main Control Panel
    • Enter smoothing parameters as prompted
    • The system applies a smoothing algorithm to your move
Smooth Move Command

Using the Graph Editor

The Graph Editor provides a visual way to create and refine movements by manipulating motion curves directly.

Accessing the Editor

  1. Click Editor on the main Control Panel
  2. Or type ed and press Enter
  3. The Graph Editor screen will appear
Graph Editor

Editor Interface Overview

The Graph Editor displays your movement as curves on a graph:

  • X-Axis: Timeline in frames
  • Y-Axis: Position values
  • Points: Individual keyframes
  • Lines/Curves: Interpolated movement between keyframes

Selecting and Editing Axes

  1. Press the number key corresponding to the axis you want to edit (1-9)
  2. That axis's curve will be displayed prominently
  3. You can view multiple axes simultaneously by selecting them in sequence

Editing Operations

The Editor offers several ways to modify your movement:

Operation Method Effect
Add Keyframe Click at desired position on graph Creates a new keyframe at that frame/position
Move Keyframe Click and drag existing keyframe Changes the timing and/or position of the keyframe
Delete Keyframe Select keyframe, press Delete Removes the keyframe, system recalculates curve
Adjust Curve Manipulate tangent handles at keyframes Changes acceleration/deceleration between keyframes
Change Curve Type Select keyframe(s), use curve type menu Applies different interpolation methods (Linear, Spline, etc.)

Curve Types

The Editor supports various interpolation methods between keyframes:

  • Linear: Straight lines between keyframes (mechanical feel)
  • Spline: Smooth curves with automatic tangent calculation (natural feel)
  • Ease In: Gradual acceleration from a stop
  • Ease Out: Gradual deceleration to a stop
  • Ease In/Out: Combination of ease in and ease out
  • Constant: No movement between keyframes (stepped movement)
Editor Ease Options

Tip: To achieve natural-looking camera movements, use Spline curves with slight Ease In/Out at the beginning and end of the move.

Advanced Movement Techniques

Once you've mastered the basics, these advanced techniques can help you create more sophisticated movements.

Two-Letter Commands

The RTMC130 system offers powerful two-letter commands for specialized movement creation:

Command Function Usage
em Exponent Moves Creates exponential acceleration/deceleration curves
ie Impose Eases Adds ease-in/out effects to existing moves
ps Pull Set Converts continuous recording to evenly spaced keyframes
sm Smooth Move Applies smoothing algorithm to reduce jitter
el Extend Linear Extends move with constant velocity
ec Extend Curve Extends move with current acceleration/deceleration

To use these commands:

  1. Type the two-letter code at the main Control Panel
  2. Press Enter
  3. Follow the on-screen prompts for parameters
  4. Press Enter again to execute

Multi-Pass Recording

For complex shots, you can build movements in layers:

  1. First Pass:
    • Set only certain axes to REC mode (e.g., Pan/Tilt)
    • Record or keyframe the movement for these axes
  2. Subsequent Passes:
    • Set the previously recorded axes to NEUT
    • Set different axes to REC mode (e.g., Track/Lift)
    • Run the first recorded move while recording the new axes
    • This allows you to precisely coordinate multiple axes

Creating Complex Move Patterns

Perfect Circle (Orbital Move):

  1. Set up an axis for horizontal movement (Track) and one for depth (East/West)
  2. Use the cc (Create Circle) command
  3. Enter the center position, radius, and duration
  4. The system will generate a perfect circular path

Figure-8 Pattern:

  1. Create a move with two axes
  2. For one axis (e.g., Pan), create a sine wave using sw command
  3. For the other axis (e.g., Tilt), create a cosine wave that's twice as fast
  4. The combined movement will trace a figure-8 pattern

Important: Always test complex moves at low speeds first to ensure they behave as expected and won't cause equipment collisions.

Saving Your Work

As you create increasingly complex movements, it's crucial to save your work regularly:

  1. Use UtilFiles → Save Move to save your current movement
  2. Give each movement a descriptive name
  3. For details on saving and loading, see the Saving & Loading section
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