 Rhyty. iawn. Yn y ffordd o'r gwein 1943, byddwch ei fod yn vanes gan y cyfraith o'r sen i'r ysgol, ac rwy'n gweinio'r clywed ein cwrdd i'r cwrdd ei ddeud o'r cyfraith, rwy'n gweinio'n ceisio bod bod fanes yn dynamaicau. Rydyn ni'n gweinio'r cwrdd, rydyn ni'n gweinio'r cyfraith a'r cwrdd mae'n gweinio'r cyfraith mae'n gweinio'r cyfraith. Rwyf. A oeddwn i ni'n ddiweddog. Mae'n gwneud a gwaith. Mae'n gwneud a gweithio'r cymryd. A ydych chi'n gweithio'r cymryd a'n gwneud. A'i ddiweddog. A dwi'n gwneud i nhw'n gweithio'r cymryd a'u ceisio'r cymryd o'r ddweud. A dyna'r cyddiwch ar y dyfodol, mae'n gweithio'r cymryd, oedd yna'r cymryd, rwy'n ei gweithio'r cymryd o'r cymryd. But this time there's a little thing over here. What is that? Well that is the aim. So where with the previous camera, to get it to rotate, we had to rotate the camera this time, if I move the camera up and down, you can see that it aims at that little dot, which is really useful. So it's actually, the rotation value has been controlled by the aim. Same goes for this one. If I move the aim up and down, the camera stays stationary, but it is rotating to follow the aim. Which again, is really useful. The way I think of these cameras as working, is if you imagine you're playing a first person shooter, moving the camera represents the left thumb stick, so that's kind of your position, and the aim represents the right thumb stick, which is what you're looking at, or what you're pointing you're going at. So you can keyframe both the camera and the aim to get a more dynamic shot, which is what we'll go for now. So, let's get this set up. This time, I want to be able to see through this camera, so instead of shot camera, I'm going to click on panels, perspective, and I'm not going to rename this one. I'll just be a little bit lazy, and I'm just going to leave it called camera one. And what I want to do now is set up this shot. It's going to be a similar shot to the last one, but it's going to be more betterer. Do you hear me? Betterer. So, let's do that. Click on the camera. So I'm going to leave the aim where it is for the moment, and I'm just going to move the camera... Hello, I'm going to try to. I'm just going to move the camera back into that back corner of the room. And I just want to make sure that I'm happy with the height of the camera as well. So I'm going to put that about there. And then I'm going to get the aim. So I'll select that, and I'm going to put that where I want it. So I want that to be kind of focusing on the projector. I'm going to move that down as well so that it's looking at the screen. Why am I having it look at the screen? Because I spent all that time putting the animators extra on it, and I would like to show it off in my final render. So, that is my first position. So, let's set some keyframes on that. So I'm going to click on my camera, and I'm going to press S, making sure I'm on frame one, of course. And then I'm going to click on the aim. So I just clicked on that line there to get the aim, because if I'd have just tried to click on the aim, it's in the middle of all this nonsense here, I would have clicked something else. So I just clicked on this line, and that will give me the aim, and I'll press S. So that's the start position set. So now let's move to frame 200. And then I'm going to click the camera first of all, move this along the back wall so that it's in a similar position to the last camera. And then I'm going to press S. And at that stage, if I move, you can see that I've got a really similar camera shot to what I had going on with the shot cam. But there's obviously a bit of a flaw with this shot, and you can see whilst I am showing off that sexy animated texture, which is nice, but now we can't see that the planets are animated. What an idiot. So what we'll do is we'll click on the aim, we'll try to, there we go. And then on frame 200, what I'm going to do is move the aim up so that it's looking pretty much at the centre of the sun. So that should be a much nicer looking shot when I press S to set the second key frame. So let's just make this full screen, and then we'll play that and see what it looks like. So over time, the camera is also looking up, following the aim, and it ends looking on the solar system. I think that looks much better, don't you? Of course you do. A stupid question. OK, stop. The next step, we'll look at how you export your animation from Maya to a beautiful rendered sequence. We'll do that through a process called batch rendering.