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Outputting True 3D Video Graphics with Apple's Motion and Final Cut Pro PDF Print E-mail
3D is the new in vogue buzzword for film & television. Avatar and Alice in Wonderland have helped bring this old technique back into fashion. So can you use Apple's Motion and Final Cut Pro to make true 3D graphics? We find out with a bit of an experiment, get your red & blue glasses out!!

You must click ontheYouTube page to enable the 3D playback & viewing options.



This is a very simple tutorial, well maybe more of an adventure with Final Cut Studio to see if it is possible to make graphics in true 3D. Actually the type of 3D that you will need glasses for to see the effect.

This was my first ever stab at outputting in 3D and I'm quite pleased if not a bit surprised with the result. I'm sure there is a lot of tweaking and optimising to do to get a film quality production, but everything was made in 1080p to start off with.

STAGE 1 Build Scene

Make a 3D scene in Motion. This is critical as it will add a camera to the Motion project. I've used some simple text arranged in Z space on a 'tiled floor' made using the replicator. Nothing fancy here as I'm keen to see the result without particle emitters going off in 3D etc.

Here you can see the project from the camera and perspective view, the tiles I thought would add to the 3D effect

3D_project-layout

STAGE 2 Add Another Camera

Now I'm sure you are all familiar with working with a camera in Motion, but we need to add another to get the two slightly different views that will give us 3D. I offset the first camera off the centreline on the X axis by 25 and then the second camera off axis to the right by 25.
 
two-camera-front

camera-controlsHere is where my 3D knowledge gets a bit thin.. I also 'converged' the two cameras or in another words pointed the two lenses inwards slightly so that the two rectangular fields of view overlapped. Here you can see that small 0.7 degree twist. Make sure you adjust each camera by the same margin, 0.7 and -0.7 for example.


















Where the two fields of view overlap will be where the screen is in relation to the viewer.
two-camera-alignmentcamera-grouping-3dAlso at this point it is a good idea to call the two cameras "Left Eye" and "Right Eye" as it it will make life easier when you render out.

Won't it get a bit complicated when you want to perform camera moves, having to adjust one camera and then modify the other one by the same ammount? The answer would be yes, but by dropping the two cameras into a group you can move the group and keep the two camera's relative postions locked together. For this example I just moved the camera group over the words with a couple of keyframes. Clever eh?


You can of course only monitor one camera at a time in Motion, but we will get onto rendering on the next page.