Thanks for the reply. Downloaded the scene and been using many of your tools. Thanks! Maybe I'm doing something wrong, but I think it's way too much work to exit embody and align the camera in third person for every shot. When you say fully controlled WinCam, what exactly do you mean and how do you align the shots? I want to be able to activate passenger on the WinCam and align the shot this way, not exit embody every time I need to make a change to the camera. Is that even possible, or I'm asking for too much?
I'm not using Embody during editing/directing the scene.
I'm never editing through first person view either, I think it's not a proper way to preview the curves and arcs your camera is gonna do.
I have the "in camera" preview displayed, and the hud preview also active. I'm doing several shots like this in a row, using Timeline with the curves enabled and then only after doing like 3, 5 or 8 shots... previewing through Embody.
I'm creating a VAMStoryAction with several buttons in the scene which are debug and do the reset/embody activation automatically to ease the preview process. And removing it when the scene is ready.
Pretty straight forward :']
I don't think it's more work. If you feel it is, it's probably because you're not improving your workflow over time. Moving a camera and lining a shot with timeline is a very very basic animation process. Doing that in a viewport mode like any animation artist does in the industry is standard and kind of fast. I could do like 15 shots for Midnight Moves in like 15 minutes.
The actual very long process is timing the shots, syncing it properly to the music, and all the pace of the camera work. And this is something you can't do by any other means than working in timeline. Using FP won't help you with that.
All that said, a proper camera work for a scene is a long creative process if you take in account the whole choreography... but animation is not what makes this long. You won't be able to make this a quick process, especially if you're aiming for quality.