You are on page 1of 39

Camera GripTools

Version 3 for Windows & Mac OS X

user guide
(C)2005-2012 FRIESLAND AV&MULTIMEDIA

Legal
Copyright © 2005-2012 FRIESLAND AV & MULTIMEDIA All rights reserved.
Information in this document is subject to change without notice.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or any means
electronic or mechanical, including photocopying and recording for any purpose other than the purchaser's personal
use without the written permission of FRIESLAND AV & MULTIMEDIA. Product information and specifications are
subject to change without notice. This publication may include inadvertent technical inaccuracies or typographical
errors. FRIESLAND AV & MULTIMEDIA provides this information “as is”, without warranty of any kind, either expressed
or implied, including any implied warranties of merchantability or fitness for a particular purpose. See the chapter
‘LEGAL STUFF’ for the details.
All Images © FRIESLAND AV & MULTIMEDIA.

FRIESLAND AV & MULTIMEDIA


THE NETHERLANDS
www.frieslandav.com

Spring 2012/ugv21
Friesland AV | Camera GripTools - user guide 2

Contents
CHAPTER 1 GENERAL CONSIDERATIONS...................................................................4
ABOUT THIS USER GUIDE ...............................................................................................4
RELEASE....................................................................................................................4
CREDITS ....................................................................................................................4
DEMO LIMITATIONS .....................................................................................................4
GETTING HELP ............................................................................................................4
MINIMUM SYSTEM REQUIREMENTS (MAC/WIN) ................................................................4
INSTALLING CAMERA GRIPTOOLS (WINDOWS) ...................................................................5
INSTALLING CAMERA GRIPTOOLS (MAC) ..........................................................................5
ACTIVATING THE SOFTWARE (MAC/WIN) .........................................................................5
FINDING/STARTING GRIPTOOLS (MAC/WIN) ....................................................................5
INSTALLING SEPARATE CAMERA GRIPTOOLS XTENSIONS (MAC/WIN) ......................................5
CINEMA 4D INTERFACE SUPPORT ..................................................................................5
KNOWN ISSUES...........................................................................................................6
COMMON PITFALLS WHEN CAPTURING MOTION IN REAL-TIME ................................................6
GETTING MORE INFO ....................................................................................................6
DEFINITION OF SOME TERMS USED IN THIS MANUAL. ............................................................6

CHAPTER 2 WHAT HAS CHANGED ? .........................................................................7

CHAPTER 3 INTRODUCTION .....................................................................................9


WHAT IS CAMERA GRIPTOOLS? ......................................................................................9

CHAPTER 4 GETTING STARTED: CONTROL MODES .................................................. 10

CHAPTER 5 THE PRESET MODES ............................................................................. 11

CHAPTER 6 THE CUSTOM MODE ............................................................................ 14

CHAPTER 7 USING THE GRIPTOOLS INTERFACE....................................................... 15


HOW TO ACCESS THE GRIPTOOLS PLUGIN ........................................................................ 15
GRIPTOOLS TAGS AND THEIR BEHAVIOR .......................................................................... 16
SAVING AND OPENING CINEMA 4D SCENE FILES................................................................ 16
THE INTERFACE OVERVIEW ........................................................................................... 17
THE GRAPHICAL DISPLAY ............................................................................................. 18
OBJECT INFO BAR ...................................................................................................... 18
THE OBJECT CHANNELS ............................................................................................... 19
THE FLUID HEAD SETTINGS. .......................................................................................... 20
THE GRIPTOOLS GRAPHIC SLIDERS ................................................................................. 21
THE BIG LED FRAMESPEED DISPLAY .............................................................................. 23
THE BUTTON ZONE IN THE TOPDISPLAY .......................................................................... 24

CHAPTER 8 USING THE INPUT DEVICE BUTTONS..................................................... 25


BUTTON SUPPORT AND DETECTION ................................................................................ 25
BUTTON-FUNCTION LEARN MODE .................................................................................. 25

CHAPTER 9 THE EDITOR CAMERA .......................................................................... 26


Friesland AV | Camera GripTools - user guide 3

OVERVIEW .............................................................................................................. 26
THE EDITOR CAMERA CONTROL DIALOG. ......................................................................... 26

APPENDIX A. AXES OF OBJECTS........................................................................... 28

APPENDIX B. AN EXAMPLE OF CAMERA GRIPTOOLS AXES ASSIGNMENT .............. 29

APPENDIX C. HOW TO CONTROL AN OBJECT ....................................................... 30

APPENDIX D. EXAMPLES & TUTORIALS................................................................ 31


TUTORIAL 1: THE TRIPOD CAMERA ................................................................................ 31
TUTORIAL 2: RECORDING/PLAYBACK PROCEDURES ............................................................ 31
TUTORIAL 3: A HYBRID MODE, THE BALLOON SHOT ........................................................... 32

APPENDIX E. APPLICATION AND TIPS .................................................................. 34

APPENDIX F. USING INPUT DEVICES – THE XTENSION SYSTEM ............................. 35

APPENDIX G. CONNECTING AND STARTING XTENSIONS ...................................... 36


SAVING/OPENING C4D SCENE FILES WITH GRIPTOOLS TAGS ATTACHED TO OBJECTS. .................. 36

LEGAL ................................................................................................................... 38
FRIESLAND AV & MULTIMEDIA .............................................................................. 38
Friesland AV | Camera GripTools - user guide 4

Chapter 1 General Considerations


About this user guide
This text offers basic information about camera motion and channel use within the
Camera GripTools Interface. For detailed info about hardware devices, see the
specialized GripTools Hardware Device manuals. These documentation is available
from our website, or included in the demo/full version GripTools Xtension downloads.

Release
'Camera GripTools' is a virtual grip system as a plug-in for Maxon CINEMA 4D. Camera
GripTools is released by Friesland AV. It simulates a real world camera grip system,
from tripod to crane and handheld. It also enables you to control virtual all properties
of objects in the virtual world. All this can be done using hardware and virtual input
devices within a systematic and coherent user interface.

Credits
Concept and programming: J.J. van Akker
Additional programming: ing. J.A.J. van Akker
Consultant: D. ('Grip') Plantinga

Demo limitations
1. Motion recording disabled.
2. Max one input device per session.
3. Up to the first 3 controllers of the input device are useable.
4. Up to the first 2 buttons of the input device are useable.
5. Timeline up to max 3 seconds (the default number of frames at C4D startup).
If you have changed this setting, GripTools will protest. Just change the
‘ProjectSettings->Maximum Frames back to 90 frames again.
6. Opening/saving files including GripTools Tags is not supported.
7. The Editor camera is disabled.

Getting help
Use this manual and the readme in the plug-in folder.
Extra info and news will be available at our website
http://www.frieslandav.com/camgriptools.php

For special requests please contact: support@frieslandav.com

Minimum system requirements (Mac/Win)


 At least Windows XP, for Mac users: at least Mac OS X Leopard 10.5.6 for
GripTools Basic or Mac OS X 10.6 Snow Leopard for GripTools MIDI and iXplorer.
 Maxon CINEMA 4DR12.021 and up
 Windows: The plugin itself only works on Cinema 4D 32bit, but runs on both
Windows 32 and 64 bit (tested with CINEMA 4D 32bit running on Windows 7
64bit)
 Mac: This plugin is a Universal Binary and is compatible with 32/64bit CINEMA 4D.
 GripTools supports a wide range of hardware input devices. The most common
used are HID-compliant (USB) game controllers (like steering wheels, Joysticks or
gamepads) and General MIDI (fader) devices and has special (high resolution)
Friesland AV | Camera GripTools - user guide 5

support for the Behringer BCF2000. The iXplorer is a virtual camera using the
iPhone. We add additional input devices on a regular basis.

Installing Camera GripTools (Windows)


Run the Setup file, and follow the on-screen instructions.
For important info, see the “Camera GripTools Installation procedure”.

Installing Camera GripTools (Mac)


1. Double-click the CamGripTools.DMG file. A new Finder window will open with
an icon named “CamGripTools…” with a version number.
2. If a new Finder window doesn’t automatically appear, double click on the new
icon that has appeared on your desktop.
3. Copy the ‘camgriptoolsV2’ folder into your CINEMA 4D / plugins folder. This
depends on where you installed CINEMA 4D.

For important info, see the “Camera GripTools Installation procedure”.

Activating the software (Mac/Win)


Next to online purchase of the software, you will receive detailed information on how
to activate the software.

Finding/Starting GripTools (Mac/Win)


CameraGripTools lives within C4D as a dialog plug-in. You can find it in the Main
Menu->Plugins-> Camera GripTools. GripTools opens as a modal dialog and can be
docked in the C4D layout. The screen layout can be saved.(Windows->Layout->Save as
startup layout)

To find out if GripTools is installed on your computer, launch CINEMA 4D.


Go to the main menu: Window->Console. If GripTools is installed you will see the
Copyright sign, the build date and the version number. If there are input devices
detected, you’ll see the number of devices, the total number of controllers and
buttons.

Installing separate Camera GripTools Xtensions (Mac/Win)


Camera GripTools is starting with version 2.0 a universal base system, easy extendable
with specialized hardware input devices interfaces. We call these GripTools Xtensions.
For a detailed installation description please see: “Camera GripTools Installation
procedure WinMac.pdf”, included in this download.

CINEMA 4D interface support


CameraGripTools share’s most of its interface behavior with that of CINEMA 4D.
GripTools supports the C4D multi document interface. We utilize the tag system,
which can be copied and moved to other objects. The tags also visualize the GripTools
control of the object. GripTools Tags can be added to an object by either right-clicking
the object to select “GripTools Tag”, or copying/moving the tag to another object. This
will cause the object to be controlled by GripTools. Clicking on a GripTools Tag, will
reveal it’s settings in the main Camera GripTools Dialog. Often tag moving is not
necessary, because properties from other objects can be dragged in. GripTools data is
saved/opened/merged along with the CINEMA 4D file system.
Friesland AV | Camera GripTools - user guide 6

Known Issues
We do not completely support the CINEMA 4D Undo system.

Common pitfalls when capturing motion in real-time


While capturing motion in real-time or replaying an animation in C4D, as in all 3D
editing applications, the system performance is an important factor in the delivered
frame speed. Driving a cube in an empty scene will absolutely give you the selected
frame speed. However a complex scene with a high level of detail and extensive
shading, will cause a considerable drop. Though computers really get faster, we have
to live with this. CameraGripTools has a BIG frame speed display on top, which can be
set to monitor this phenomenon. But there is more to keep in mind. Frame speed is
not constant in all parts of a scene. When entering a complex spot on the timeline,
the frame speed will drop. Instinctively you will compensate this effect by speeding up
your motion. When the captured keys are recorded, and later on rendered, your
motion speed compensation will be multiplied. The movie will show faster motion,
where there was a drop in frame speed. This is exactly the opposite of what you
wanted to achieve.

Getting more info


There’s a more info in the appendixes dealing with input devices, channel assignment,
etc. Have a look.

Definition of some terms used in this manual.


(Hardware)Device Hardware/virtual controller/surface or HID gaming device

Input Device idem


Xtension The GripTools software interface for input devices
Sub Device Some GripTools Xtensions can ‘bring in’ more than one
‘physical’ device, like the HID Xtension. You can connect up to
10 Joysticks (0..9)
Controller a physical/virtual knob or button available on the Input device
Channel the GripTools inline system to enable and manipulate one
aspect or property of a virtual 3D object
Control GripTools user interface element: button, slider, etc.
Axis line around which an object rotates
X,Y,Z: perpendicular lines used in a coordinate system
Friesland AV | Camera GripTools - user guide 7

Chapter 2 What has changed ?


Camera GripTools, Version 3.00.02, March 2012
Mac version now 64 axes – All Xtensions also updated for 64 axes
Button bug fixes

Camera GripTools, Version 3.00.01, February 2012


Added possibility of adjusting the continues mode filter by use of the linear slider right extreme
value. Much higher speeds can now be achieved.

Camera GripTools, Version 3.00.00, September 2011


GripTools can now control virtually all object properties.
New Mode added: “Custom Mode”.
Drag and drop system for property control.
Separate selection and starting Xtensions at any time in production.
Improved Xtensions handling and identification.
New Xtension axes identification in channel selection box.
Buttons assignments can now be saved
More transparent activation procedure.
Playmode selection simplified: buttons added in TopDisplay for setting all channels at once

Camera GripTools, Version 2.00.01, March 2011


Added ‘Render Scene’ function in Button Assignment dialog.
TopDisplay Circular Slider: now true +180 to -180 degrees for rotation axis.
TopDisplay Circular Slider: presets are now set to +180 to -180
TopDisplay Circular Slider: only left ‘dot’ can be dragged to change min-max angle.
GripTools Interface: Tagged object field is now a button. Press to find in Object Manager.
Fixed some minor bugs

Camera GripTools, Version 2.00.00, December 2010


Introduction of the Xtension system
The GripTools Interface is now independent of the used hardware devices.
You can use all available input devices at the same time in one interface.
(No need running multiple GripTools plugins).
Fixed some small graphic interface issues.

Camera GripTools, Version 1.04.00, September 2010


(Basic version 1.04.00 for Mac & Windows)
(MIDI version 1.04.00 for Mac & Windows)
(TrackIR version 1.04.00 for Windows)
Now compatible with CINEMA 4D Release 12.
Fixed problem with BCF2000 MIDI panel not initializing correctly on Mac.
Updated TrackIR support (Windows only).
Added new mode: ‘Stunt plane’.

Camera GripTools, Version 1.03.04, September 2010


(TrackIR version 1.03.04 for Windows)
Updated TrackIR support (Windows only).

Camera GripTools, Version 1.03.03, February 2010


(Basic version 1.03.03 for Mac & Windows)
(MIDI version 1.03.03 for Mac & Windows)
Improved filter slider control for the Exponential filter.
Fixed a crash when using multiple joysticks on Windows in some cases.
Fixed the problem “Bitmap resource not loaded” that appeared on some Mac systems (Intel
Xeon).
Friesland AV | Camera GripTools - user guide 8

Camera GripTools, Version 1.03.02, October/November 2009


(Basic version 1.03.02 for Mac & Windows)
(MIDI version 1.03.02 for Mac & Windows)
Version 1.03.02 adds Windows support for Camera GripTools MIDI.
Important stability fixes.
User manuals for Windows, Mac, MIDI and Basic versions combined into one document.
Camera GripTools, Version 1.03, September 2009
(Basic version 1.03 for Mac & Windows)
(MIDI version 1.03 for Mac)
Version 1.03 introduces several important fixes:
o Continuous mode has now better default scaling values, so it can be used more easily
o Returning from full screen now works normally without ‘empty’ Camera GripTools dialog
o Removed crash when selecting filter in some cases
o Average filter removed and improved Exponential filter
o Spline object in Dolly/Crane mode now stored when saving/reopening C4D scene
o Removed crash when deleting Track Spline when using Dolly/Crane mode
o Solved an updating problem with the Linear slider
Applying the same filter values for all input controllers is now possible with one mouse click.
Added a specialized MIDI version, supporting General MIDI control (fader) surfaces and special
support for the Behringer BCF2000.
The BCF2000 is being utilized with its high-resolution faders and rotary encoders.
The Basic and MIDI versions can now run simultaneously in Cinema 4D.

[continued on next page]


Camera GripTools Basic for Mac, Version 1.01, May 2009
First Mac version.
The interface has changed slightly; there is no “Drop zone” anymore. Objects are now controlled, by
manually adding a GripTools Tag to them.

This is also a scaled-down version, which means:


Only standard HID-compliant game controllers are supported in this version.
No Xpresso nodes.
Still support for all control modes!
Still full control over the CINEMA 4D Editor camera!
Lower price!

Version 1.00, December 2008


First release.
Friesland AV | Camera GripTools - user guide 9

Chapter 3 Introduction
What is Camera GripTools?
The Camera GripTools plugin is a set of software tools to move objects and control
properties in CINEMA 4D with a wide range of input devices.

When I started GripTools, my professional background was photography of


documentary and drama. When I entered the world of 3D animation, the 'touch of
the moment' was what I missed most. I loved to walk around on the location and look
from different angles at a subject. I observed light, shadow and motion. These
experiences inspire the process of shot development. When shooting a conversation
between two people, or improvising shots of actors rehearsing a play, nothing is more
effective then getting the camera on the shoulder, finding points of view and framing
shots on the fly. To be effective, you need to become part of the (e)motion of the
situation. You need to be able to improvise, finding out what shot will work. Going to
an over shoulder and isolating to a real close, and all this in real time.
I really wanted to be able to do this on a virtual set.

So we started out with GripTools, attempting to virtualize the classic camera mounting
systems. Just to give the camera in 3D it's full storytelling capabilities.

But now GripTools has matured and can do so much more.

The original grip simulation modes


Camera GripTools can simulate a camera grip system approximating the possibilities of
the real solutions. All camera support systems have their own qualities.
Maybe not everyone will, while watching a movie, recognize the typical movement of
a crane or a dolly, but they certainly have become part of our common film language,
just like the more recent addition of the handheld dvcam's stressing behavior.
Generations of movie viewers are familiar with the feeling that a long crane shot can
generate, coming down from high-up, soaring to the gate of the old haunted house.

Property control
Camera GripTools can also control properties of objects, like the intensity and color of
light. Or the size of a balloon, or the effect of deformers, or physics parameters or…..

You can do all this in real time, with a surprising range of input devices.

GripTools has become a way to move not only cameras but all kinds of objects and
object properties in a natural and very intuitive way.

We hope it adds fun, emotion and spontaneity to your stories.


And we hope you will enjoy it.

Jan J. van Akker


Friesland AV | Camera GripTools - user guide 10

Chapter 4 Getting started: control modes


GripTools enables you to remote-control several object properties.

1. Object Axes (position, rotation).


2. Other properties of objects (weight, intensity, color, size, scale, etc).

These two types of properties are systematically organized in 10 control “modes”.

1. Handheld
2. Tripod
3. Dolly
4. Crane
5. Heli
6. Plane
7. Stunt Plane
8. Car
9. Flying Platform

10. Custom

Nine Control modes are specialized presets, controlling position and rotation axes.
These modes can be used to mimic camera mount systems, like tripod, crane, etc.
But you can also use these to mimic other typical object motion. The “Handheld”
mode for instance comes in handy to control a characters head with an iPhone! A
number of these modes are less camera specific, like the airplane, car, etc.
(See the next chapter)

Mode 10, the “Custom” mode is a special mode, a free mode, not predefining
anything. You can use this mode to control all other properties of objects which are
not specifically related to rotation or position (however, you can do that as well !).
(See Custom Mode chapter)
Friesland AV | Camera GripTools - user guide 11

Chapter 5 The preset modes


We will discuss the standard camera support modes in GripTools. On the left are
illustrations of the possible real world shape, on the right the GripTools visualization if
there is one. You might want bear in mind that most grip modes are abstractions of
the typical support’s motion. You can assign the motion generated by GripTools to any
object, like a head, a cube, a human figure, a model of a car or part(s) of these.

The Tripod

Probably the most well known camera support


is the tripod. Panning, tilting, zooming and a
little fixed bank is all you can do.

Camera on a Tripod And how the Tripod shows up

The Dolly

The Dolly is basically an extension of the


Tripod, but enabling the camera to travel
along a stable rail path, straight or curved.
In C4D it shows up as a camera only but
with the option of dropping a spline in the
‘Track’ drop box. The position of the
camera on the spline can be controlled by a
fourth channel. The fun with the virtual
dolly is that you can create a very
complicated 3D track as easy as sketching a line on paper.

The Crane

Camera on a Crane And how the Crane shows up in C4D


Friesland AV | Camera GripTools - user guide 12

How a crane can look like is illustrated in the Camera GripTools logo. The crane is a
long arm with the camera on top. Weight is balanced with a counter weight at the
short-end. Sometimes the crane is mounted on a vehicle, a car or a rail dolly. The
Crane has the typical half sphere shaped movement space. In GripTools, the channels:
camera pan, tilt and zoom, can be recorded separately from the crane arm rotation,
tilt and track. If you want to position the crane then add a track and position the track
by using the attribute manager position coordinate settings. If you add the crane as a
child to a ‘Null’ object you can position the Null object but you won’t see the arm
drawn anymore.

The Helicopter
This mode Has no visual representation in CINEMA 4D.
It just gives an object the properties of a simple
helicopter. It can turn, go up and down and has a
speed control. You can add vibration with the default
C4D tools.

The Airplane
Have fun flying over your scene. The plane
implements, Up, down, speed and banking
control. It's relatively easy to fly, once you
have the channel assignment and a feeling
for scale. The motion is limited on the roll
and pitch axes, to prevent getting in
complicated situations. There’s no visual representation in CINEMA 4D.

The Car
Ok, there is a steer and a speed control. Get that old steering
wheel with pedals for the pc. There’s no visual representation
in CINEMA 4D.

Flying Platform
There have been so many situations when I looked in the viewfinder of a real camera
and wished I was able to float, just miraculously weightless. The Flying Platform
makes this dream come true.
I don’t know how such a device would look like,
but I imagine something like this. Anyway, it has
no visual representation in C4D. Just use it as a
vehicle for a camera or other object. The axes are:
left/right, forward/back and up/down. While the
camera operator does another wonderful move,
the grip flies the magic carpet. We find it very
useful. The Platform has two operating modes. By
applying the ‘continuous’ filter(default), the
motion is relative. Switching off the ‘Continuous’
filters, or using ‘Exponential ’filter, the position becomes absolute. By tuning the
channel ranges with the slider in the TopDisplay, you can scale the motion to the
scene.
Friesland AV | Camera GripTools - user guide 13

Handheld Camera
This is the mode to control all natural axes of an
object; Pan, Tilt, Bank and Position in 3
dimensions. This is in fact an object with 6
degrees of freedom (6DOF). You can think of it as
a real handheld camera. There is an extra
channel: ‘Zoom’. You have good and free axes
control with a (6DOF) virtual tracker like the Polhemus Patriot (not in Basic/MIDI
version) or any other 6D tracker The Camera is represented by the standard CINEMA
4D Camera symbol.

Stunt Plane
Basically the same as the Airplane mode, but has
more physical real control/motion behavior. The
Stunt Plane is more difficult to fly, but adds reality.
It has no limitations on the roll and pitch axes.
There’s no visual representation in C 4D.
Friesland AV | Camera GripTools - user guide 14

Chapter 6 The Custom Mode


Beginning with GripTools Version 3 the “Custom” mode is added.
As the previous mode’s are preset to simulate specialized object behavior,
the Custom mode provides an easy method to control specific object properties. The
“Custom” mode does not predefine anything. You are completely on your own. Just
drag an object property (4) from the Attributes manager and drop it into the Custom
mode’s dropbox (2). GripTools is not aware of what it should control, all it “sees” is a
value to change. You can drag in rotation, position, size, scale, light intensity, color or
whatever you want.
This provides you with
tremendous flexibility.
Most properties are
Supported, but not all.
You can use the demo
to check if the custom
mode works for you.

You may want to setup


the linear slider with
values that match the
purpose.See ‘Using the
GripTools interface:
The linear Slider’. Set
the min/max values
careful, before
pressing play.

With button (2), you


can remove (delete) a
channel.

The channel interface


is pretty much the
same as in the preset
modes.
Added are the
interface elements (2). The remove
channel button, the drop box and
the vector component selection
combo box.

When the drag and drop property is a


vector, a dropdown menu will appear,
allowing to select the vector
component you want to control.
The drop down list is context sensitive, so an X,Y, Z list will show up when
you Drag/drop an object axis, an R,G,B list when it’s a color property.
Friesland AV | Camera GripTools - user guide 15

Chapter 7 Using the GripTools interface


How to access the GripTools plugin

GripTools lives within C4D as a


Dialog plugin. You can find it in the
Main Menu->Plugins-> ‘Camera
GripTools’. To find out if GripTools is
installed on your computer, see
‘Installing GripTools’.

CameraGripTools opens as a
modal dialog and can be docked
in the C4D layout. The screen
layout can be saved.(Window-
>Layout->Save as startup layout)

You can now select the input you


want to use. If you have more
than one Xtension you can start
all. Device’s can also be started
later on.

It is not possible to switch


devices off in one C4D session.
A running device is in the
dropdown menu visualized as
checked and grayed out.

To start using GripTools, add a GripTools Tag to the


object you’d like to control: right click the object in
the Object Manager, and select ‘GripTools Tag’ from
the popup menu.
Friesland AV | Camera GripTools - user guide 16

GripTools Tags and their behavior


After adding a tag the settings for that particular object will appear in the main
GripTools dialog. The control mode defaults to ‘Off’. Now you can change the object’s
behavior by selecting a mode and assigning controls of an input device to the mode
channels.

The main GripTools Dialog will only show the settings for the currently selected
GripTools Tag and only if a Tag is selected.

It’s also possible to copy a GripTools Tag onto


another object in the Object Manager. The result will
not always be predictable, because an object may
not have some properties; zoom is only available on
a camera. Deleting a GripTools Tag will discontinue
Camera GripTools control over this object. Only one
GripTools Tag is allowed for each object.

A Tag with a channel in the Custom Mode can be placed on any object. For example
a Null Object can service more than one object/property on other objects. The Custom
Mode is independent of the object it is attached to.

Saving and Opening Cinema 4D scene files

There is no difference in keyframes recorded with GripTools or keys recorded with


CINEMA 4D. The Camera GripTools recorded motion data is stored in the standard
CINEMA 4D Keys and tracks and saved along with CINEMA4D scene files.
Opening a CINEMA 4D scene file restores previously recorded keyframes. When
opening a file with GripTools Tags, some (channel assignment) settings may have
changed, depending on the detected input devices.

Opening scene file’s and restoring axes settings


If you want to restore all GripTools settings including axes assignments, you need to
Start the Xtension(s) used before opening the previously saved C4D scene.
Buttons settings are restored when opening the saved button settings (button menu).

To summarize some aspects of the GripTools Tags functionality:


Tags visualize what objects are controlled by the Camera GripTools plugin.
Marking objects to control, by adding new GripTools Tags or by copying.
Tags can also be added to nested objects. This way you can create more
advanced, combined motion
Remove GripTools control by deleting the Tags.
Tags used in the Custom mode do not need to be placed on the object to
control. Tags set to this mode can be centralized, for example on a Null Object,
controlling more than one object’s property.
Friesland AV | Camera GripTools - user guide 17

The interface overview


fig.3

This is the view for 1 object (camera) in a preset mode: the “Tripod” mode

3.1 The graphical display


3.2 The object and mode settings bar
3.3 The current object channel controls

The Custom mode view is consistent but slightly different.

Only row 3 is additional in the custom mode. It adds 3 interface elements.

fig.4

4.1 A button to remove a channel dragged and dropped from the Attribute manager.
4.2 A dropbox. Drag the property you want to control from the Attribute manager.
4.3 A Combo box. If the dragged property is a vector, you can select the component
here. (X,Y,Z/H,P,B/R,G,B) Disabled here because the current channel is no vector.
Friesland AV | Camera GripTools - user guide 18

The graphical display

fig.5

5.1. The big led Frame rate display. It offers visual feedback about frame speed related
data.
5.2. Indicator of the type of frame speed display. Here it’s set to fps (Frames per
Second).
5.3 The Double slider. To optimize object control, we have added a new graphic
component. It comes in two flavors, Circular and Linear.
5.4 The button area with several switches to control specific functions.

Object info bar

(fig.6)

The main object information bar. The object that belongs to the selected GripTools
Tag is shown. The main controls for the object are here.

6.1. The object record preselect check. Used to in/exclude recording of a complete
object (with all it’s channels).
6.2 The name of the object that holds the GripTools Tag. Press to locate the object in
the Manager.
6.3. & fig.7 The GripTools mode selection box. The box is by default set to “Off”.
6.4. By using the Disable checkbox, you can completely disable GripTools’ control over
this object

(fig.7)
Friesland AV | Camera GripTools - user guide 19

The object channels

All channel controls are grouped horizontally in line. The illustration shows the
channels of an object in tripod mode (Pan/Tilt/Zoom).

(fig.9)

9.1. A button to make a channel the current channel and show the special Circular or
Linear slider (fig.5).
9.2. Per channel control animation mode selection:
Direct: the input device is in control of the object.
Play: the recorded animation keys control the motion.
Rec: the device is in control and the motion is recorded.

9.3. The channel input device assignment selection. When you start a device,
GripTools makes a list of the device’s controls. This list is enumerated when you press
on the channel’s controls combo (fig.10). This enables you to assign the control from
the device you want to use to the object channel you want to control. Even more: you
can assign one physical control to more than one object channel or to other objects’.
Or you can control different properties of one object with the physical controls of
multiple devices. You can use more devices to control one object with lots of channels
(line a Crane).

(fig.10)

The devices are numbered as below (D)Device. Device member, Sub device number,
the control number and the device name + control name. Just click on the combo and
select a device +control. Now the object channel is assigned to the selected physical
controller of the input device. Some GripTools Xtensions can enable more than one
‘physical’ device, like the HID Xtension. The HID Device is for example 3 with 2
Joysticks connected. Controller 12 of joystick 2 would show as: D32.12
Friesland AV | Camera GripTools - user guide 20

The fluid head settings.


You select the fluid head settings with the button (fig.9.4). Clicking opens a ‘Filter
Props’ dialog. The filter type is selected with the selection box (fig.11.3).The slider on
the right controls the effect of the fluid head. The value reaches from 0 to 100, where
0 is no filtering and 100 is max. You may compare this setting to the fluid head tension
control on a professional tripod. The value box to the left of the slider displays the
tension. The filter edit button caption shows the settings of the filters. Once assigned,
you can apply the setting to all channels by clicking “Use for all Channels”.

The filter types.(fig.11.3)

(fig.11)

There are two filter types, 'Exponential' and ‘Continuous’. The first one adds an oily,
damping behavior or 'feel' to a move. This is straight fluid head, with a slightly
different effect. The latter, continuous, is different; it adds continuous movement.
Maybe the concept is not clear at first sight, but we will show the difference. Adding a
panning force to a tripod causes the head to rotate. If you remove your hand, the
tripod stops panning. The Rotation speed is directly related to your muscle force and
stops when you remove it. A joystick does not quite well simulate this behavior. Add a
force to a stick and the camera will pan. If you remove the force of your hand, the
stick returns to its center position and with it the camera. That's fine if you want so,
but the behavior looks as if there's a rubber string attached to the handgrip: The
physical position of the stick has a direct and fixed relation with the angle of rotation
of your virtual object. That's where the continuous mode comes in: The movement of
the stick will now control the pan/tilt velocity. Returning the stick to the center
position will reduce the angular velocity to zero. The rotational slider in the graphic
display has no function in this filter mode.
These two modes together are an approximation of the real thing. However, if you use
a rotational or linear slider based input device instead of a regular spring-loaded
joystick, then the relation between control position and virtual object rotation is
restored.

The invert check (fig.9.5)


This check inverts the input device motion: forward/back, etc. Sometimes the input
device 'feels' somehow inverted. Correct it with the little check.
Friesland AV | Camera GripTools - user guide 21

The GripTools graphic sliders

To optimize control in GripTools, we have designed special slider types.


These sliders are an attempt to assign the complete movement of an input device to
the detailed motion you want. You don't want to find yourself giving micro moves to a
joystick, just to achieve a pan of + or - 10 degrees. The slider should map the complete
mechanical stroke of the input device to the motion you need. To achieve that, the
slider has some hotspots to drag.
The GripTools slider control comes in two flavors: a circular (fig.12) and a linear(fig.13)
variation.

(fig.12)

The Circular slider


This type is intended for angular type control, like pan and tilt. It has 3 hotspots to
click and drag with the mouse. The gray centerline (2) is the 'main’ or 'frontal'
direction of the object. Press and drag the mouse on the gray circle/centerline
connection and drag it to the desired direction (in the play mode, the object should
respond).With (5) and (6) you can adjust the extremes of the angle to control. The
extremes are negative and positive related to the center (2).Say, the center (1) is
straight up (forward), pointing in the C4D +Z direction(5) and (6) are +131 to -131, as
in the example. You can now pan between -131 and + 131 degrees of the CINEMA 4D
world Z axis. This gives a total pan of 262 degrees. With the circular slider control, the
min/max angles are -180...+180 degrees. The white angle line (1) shows the actual
angle of the controlled object. You can select the display units in the button area:
‘Ang’-Degrees or DST-radians. Some math: a full circle has 360 degrees or 2 pi = 6.28
radians. A pan of -45 to + 45 degrees will need settings of -1.57 to +1.57.
The Circular slider is not used in the GripTools “Custom” mode.
Friesland AV | Camera GripTools - user guide 22

The Linear slider

fig.13

This slider type is intended for non angular, linear type control, zoom, position, etc. It
has 2 mouse hotspots to drag (7) & (4).The numbers (1) and (3) can be preset to the
minimum and maximum deviation. Values can be selected from a popup by right
clicking on either number. The numbers at the top left and right (1) & (3) are the
extreme values, (5) and (6) are the fine-tuned output values, adjustable with mouse
dragging with the hotspots (7) and (4).In the illustration example, the channel is
mapped from +18...+200.This could be in millimeters, say the focal length of a zoom
lens. You can drag the sliders (7) and (4) to say, 22 and 28.Now the full controller
motion of your input device is mapped to a zoom from 22 to 28 millimeter. This allows
for precise fine-tuning. The little arrow (2) gives feedback from the object actual
position.

If you use the input in combination with the continues mode filter, the extreme value
3, at the top right, can be used to control the value of the controlled object’s motion.
You can reach rocket travel speed, if used with an object’s position. See ‘The fluid
head settings’ for more info.
Friesland AV | Camera GripTools - user guide 23

The big LED FrameSpeed Display

1. off 2. absolute 3. difference 4.difference in %


fig.14

When you want to use GripTools in real-time with a complex scene, the frame rate will
drop. Using High res materials may also cause the frame rate to drop to a slideshow
tempo (depending on your system specifications). Because of the nature of things,
you'll accept that and adapt your move speed to what seems normal at that moment.
This may lead to final renders (which have correct frame speed) where the camera
behaves very speedy. You have been recording below standard frame speed. We can't
do much about this but we can focus your attention to the issue. And that’s what the
big LED's are for: they show the real frame speed, not the standard. Even more, you
can select what to display.

Clicking with the left mouse button alternates between the 4 modes.
(14.1) is off.
(14.2) GripTools continuously monitors the frame speed. This is the real actual frame
speed, as discussed.
(14.3) this mode displays the difference or the deviation of the standard. If your
standard is 30fps and C4D runs at 21, then the display will show 09.
The frame speed is set to 30 in the Illustration, we run at 30 fps, which is fine.
(14.4) Difference in percentage of set; if the standard setting is 30 and C4D runs at 21,
the display shows 70(%).
Friesland AV | Camera GripTools - user guide 24

The Button zone in the TopDisplay

fig.15

At the far right are the buttons, each dedicated to a specific function.
From the top to the bottom, from left to right:

1. ANG/RAD -Selection of the sliders units’ type.

2. FB -Feedback On/Off: the actual object position/rotation.

3. GT -GripTools master on/off(disconnect from the channel controllers).

4. REC -the master RECORD button.

5. Edc -Edit camera control On/Off.

6. RSp -Reset position to (0, 0, 0) if applicable.


In some modes you need to disable GripTools (GT) temporarily.
Reset, and enable (GT) again.

7. RSr -Reset rotation to (0, 0, 0) if applicable.


In some modes you need to disable GripTools (GT) temporarily.
Reset, and enable (GT) again.

8. AD - ALL Direct: set all channels for the current tag to direct control.

9. AR -ALL Record: enable recording for all channels for the current tag.
You only need the master RECORD button (REC) to start recording.
This shortens the 3 step record enabling procedure.

10. AP -ALL (Re)Play: set all channels for the current tag to replay animation.

11. U/D arrows -This three buttons control the key frame interval (frequency)
Click Up arrow to increase, Down to decrease. 1 sets one key frame at
every time frame, 4 sets one key frame at every four time frames.
Friesland AV | Camera GripTools - user guide 25

Chapter 8 Using The Input Device Buttons


fig.16

Button support and


detection
Camera GripTools supports
the detected buttons on
your input devices. In the
GripTools menu
Buttons>ButtonAssigneme
nt you will find a set of
commands to issue. All
commands are on the left,
the assigned buttons are
right. The default settings
shown above are loaded at
first use. Almost every
input device has its own
button layout. You should
decide which button you
want to use for which
command.

Button-function learn mode


If you want to change an assignment, click on the left or right command box. The
Assigned button disappears. Now press the button you want to use for that particular
command. The new assignment is set. Just repeat this procedure as often as you want
to adapt to your specific input device layout. If you do not assign by a click but instead
go to another function, the previous function will be left unassigned. Some functions
do need some more explanation.
The record function. Start recording by simultaneously pressing Play.
Recording on the fly is done by pressing Play + pressing the record button while in the
play mode.
Function 6 stores the current time on the timeline.
Function 5will return you to this time position.
Function 14 & 15 can be used to 'zoom by buttons', like camcorders do. Pressing a
button starts zooming. As long as you keep the button down, the zooming keeps
going. This will only work on the ‘current’ object when it is a camera AND the zoom
channel is set to ‘Off’.
Function 17 will stop playing and render the current scene.

You can save or open your


Custom button settings in the
Main GripTools Menu->Buttons.
Friesland AV | Camera GripTools - user guide 26

Chapter 9 The Editor Camera


Overview
The Editor camera is important. It is your view on the virtual set. Very often you find
yourself manipulating the Editor camera with shifts of the mouse, to get a better look
of what you're doing. GripTools simplifies this process by enabling the use of an
external device to control several orbiting modes. You can move the virtual Editor
camera around a point in space: the orbiting centre. The camera will always keep
looking at the orbital centre. The orbit position is controlled by an input device
(joystick or other).You do not need to press the play button in CINEMA 4D; The Editor
Camera mode is always active. You may even want use this mode for very quickly
finding nice camera angles.

fig.25
To access the Editor Camera mode, press on the EDc button (fig 25.2).The standard
layout disappears and the slider image in the Graphic display changes into a sphere. A
new dialog appears, with the Editor Camera channels. The standard channels are not
accessible, while in the Editor Camera mode. If you want to return to the standard
mode, press the EDc button again.

The Editor Camera control dialog.


Friesland AV | Camera GripTools - user guide 27

fig.26
At the top (fig 26.4) are the camera orbit channels: Azimuth (horizontal rotation) and
Elevation (vertical).
Next, the Distance (from the orbit centre) channel, and the Focal Length (zoom).
All channels can be freely assigned to one of your input device controllers(fig 26.2).
And there is an option to invert the controllers input (fig 26.3).
If have not enough controllers on your input device, you need to use these in both
modes. In that case GripTools will simply disconnect them temporarily from their
originally assigned object channels and re-use them while in the Editor Camera mode,
disabling the animation. The standard assignments are restored, on exiting the Edit
Camera mode. Ideal is to have a device with a lot of controllers available or, even
better, use a dedicated input device: just for the Editor Camera. On such a dedicated
device you need at least 2 controllers (azimuth and tilt), but 3 (distance) or 4 (zoom)
would be nice (Remember: you can connect as many USB devices to GripTools as you
need).

The Camera Orbit has two kinds of behavior:


1. "Orbit absolute device": The Azimuth is mapped to approximately 360° turn around
the centre (180° for tilt). Every position on the input device channel corresponds with
a position on the orbits. If you use a non return to centre joystick or a specialized
device with rotary knobs, you can position very quickly and the camera will stay there.
On a standard joystick (spring-loaded return to centre) it is more difficult, because you
will need to hold the device in position.

2. "Orbit continuously"
Now the camera keeps rotating horizontal on a set tilted orbit. Just play with it and
you will discover its applications. Lean back and evaluate your scene, while it slowly
rotates.

The camera can orbit around 4 types of centers, selectable in (fig 26.6).
1."Orbit around World Centre": As the name says: rotate around position (0, 0, 0)

2. "Orbit around Virtual point"


If you switch from another mode to this, and drag the Editor
Camera(‘1’key+mousedrag), the Orbit centre will follow and remain at the same
relative position to the Editor Camera. This is good to make small adjustments in the
position, while editing.

3."Orbit around Active object"


Click on any object in the CINEMA 4D Object Manager, and the Editor Camera will use
it as its orbital centre. You can easy jump to every object in the scene.

4."Orbit around Link box object"


Much the same as the previous mode, however, this mode keeps at the object
dropped in the Link box (fig 26.7) you can now select other objects, without the editor
camera jumping along.

Restore original camera position


This check ensures that the camera returns to the position before entering the orbiter
mode (fig 26.8).
Friesland AV | Camera GripTools - user guide 28

APPENDIX A. Axes of objects

An rotation axis is a line around which an objects rotates, a camera for example:

Pan(Panorama) is the horizontal rotation, left the tilt, the vertical rotation,
and below the third rotation: banking.

There are 3 translation (position) axes: X,Y,Z; the


axes we use to define the location of an object

These are the 6 “physical” axes that define the position and rotation of the camera. If
we would have a camera on our shoulder, we could freely move in the six defined
axes. You can use the GripTools ‘Handheld’ mode to replicate this motion. GripTools
provides 9 specialized presets, called “modes” to mimic this behavior.
Friesland AV | Camera GripTools - user guide 29

APPENDIX B. An example of Camera GripTools axes assignment

A GripTools Xtension provides the GripTools Interface with standardized data to


change an objects position and/or rotation (translation/rotation).

Suppose we want to control model of a camera, mounted on crane-arm with a dolly:

In C4D, in the GripTools interface, we have a hardware device connected to our


computer called: ‘MJ16’. We want to control:

1.Camera rotation (Pan)


2.Camera rotation (Tilt)
3.Camera Focal length (zoom)
4.Crane arm horz. rotation
5.Crane arm vert. rotation
6.The dolly motion (track)

So we have 6 axes to control.


These can be assigned as in figure 12.

Rotation and translational (position) data


can be assigned to most 3D objects.
You can move a puppets head, or body,
wings of a bird, etc.
Friesland AV | Camera GripTools - user guide 30

APPENDIX C. How to control an object


On the following pages, you can find a quick step-by-step guidance to get started
using Camera GripTools with your input device.

At startup the main GripTools dialog will


appear empty like this:

Let’s say we want to control a


Cube object with our MIDI fader
device.
Add the Cube object to the scene.

To enable GripTools, add a


‘GripTools Tag’ to the Cube,
by right clicking the Cube in
the Object Manager:

When the new GripTools Tag on our


Cube is selected, the GripTools dialog
will show the settings for this object.
By default, the ‘Control Mode’ will
be ‘Off’.

Select any mode you want to use.


Here, we have selected the ‘Tripod’
mode. Objects in this mode can be
controlled by Pan and Tilt rotation.
If the object is a Camera-object,
‘Zoom’ will also be available.

Press the play button, and move the joystick


to control the object.
Friesland AV | Camera GripTools - user guide 31

APPENDIX D. Examples & Tutorials

Tutorial 1: The Tripod Camera


This is a step by step manual to get things going.
A working and calibrated joystick should be installed and connected to your computer.

1. Start CINEMA 4D with an empty scene.


2. Add a camera object to the scene.
3. Position the camera at the desired location and height.
4. Right-click the camera in the C4D Object Manager, and add a GripTools Tag.
5. Make sure to have the GripTools Dialog opened (Plugins->Camera GripTools
Basic), and select the GripTools Tag.
6. The default control mode is “Off”, so change this to “Tripod”.
7. Map The device channels to the available controllers.
8. Press the play button of CINEMA 4D.
9. Move the Joystick and you see the camera pan and tilt.
10. Select in the perspective view menu: choose Cameras->Scene Cameras-
>Camera, and you see the (empty) scene from the POV of the camera.
11. Experiment with the controls in the attribute manager; the filter types and the
fluid head tension. You may want to use the ‘Continuous’ mode when you use
spring loaded Joysticks.

Tutorial 2: Recording/Playback procedures


To record the channel’s motion:

1. Set the function select of the channel to ‘rec’(ord) (fig 9.2).


2. Record check of the object checked (fig 5.2).
3. Press the master record ON/OFF button in the graphical display (fig14).
4. Press the C4D Play button.
5. Perform the recording motion.
6. Stop recording.
7. Set the function selection of the axes to ‘Play’.
8. Rewind and ‘Playback’.

Why the 3-step record enable procedure?


You might not want all axes recorded. You can now split the recording into parts by
first recording the crane motion, and then camera.
You can set the prerecord check of the camera in the crane mode.
This enables you to record selected axes only while viewing and keeping in sync with
the already recorded motion.
Friesland AV | Camera GripTools - user guide 32

Tutorial 3: A hybrid mode, the Balloon Shot


(Hardware requirements: one or two devices with a total of 5 axes with zoom, or 4
axes without zoom)
Picture yourself in a balloon and looking to a car down on earth. The car is driving. You
are attached to the car with a wire; the car is pulling your balloon. You can steer the
car from out the balloon. You can get closer to the car, circle around the car and go up
and down, as the wire permits and constrains your movement. You can fly aside the
car, in front, behind and circle around it. This shot is relatively easy: it's a camera in
the crane mode as a child of an object in the car mode.

A step by step manual:

1. Start CINEMA 4D with an empty scene


2. Add a camera object and add a target tag to the camera.
3. Add a cube to the scene (this is our car object)

4. Click in the object manager on the camera target, and drag the cube in target object
Link.
5. Position both at the centre of the world (0, 0, 0)
Now the camera should look at the cube.
6. Add a GripTag both the camera and the cube.

7. Both have now an attached GripTools tag.


8. Click on the camera's GripTools Tag, to select it.
9. Select the crane as the grip mode.
10. Switch off the Pan, Tilt and Track axes.
11. Assign two of your device controllers to Cr.Rot and Cr. Tilt. (Plus an optional
controller to zoom)If you use a spring-loaded Joystick, then you may want to use the
filter type ‘Continuous’, for optimal control.
12. Set the crane arm length.
Friesland AV | Camera GripTools - user guide 33

13. Click on play for a moment to update the current settings on the screen.
14. Click on the cube's GripTools Tag to select it.
15. Set it to the Car Mode. Assign two free axes of the input device to steer and speed.

16. You can click on Reset Position and Reset Rotation buttons, in the GripTools
Graphic Interface, to reset the cube's pos/rot.

17. In the C4D object manager: pick up the camera


and drag/drop it on the cube object, to make it its
child. A look in the object manager shows the
configuration.(in this example, the car is a cube)

18. Select in the perspective view menu: Cameras->Scene Cameras->Camera. You can
see the cube now from the POV of the camera (the balloon).Zoom out a little to get a
wider view.

19. If you press play, you can circle


around the cube with the assigned crane
axes.
20. Now step on the gas (of the
cube/car: channel 01), and Steer.
21. There we go: not too fast in the
beginning and try to get behind the car
with the Cr.Rot channel’s controller.

Tips: You can make motion smoother by applying some filtering on the cam/crane
rotation/tilt/zoom)
Try to make the shot spectacular by rotating the crane, while taking a sharp turn with
the car. Extra devices and more operators will make things easier.
Friesland AV | Camera GripTools - user guide 34

APPENDIX E. Application and tips

The Dolly.
In the first place there are the default applications of the grip modes. The Tripod is
pretty standard, but in the Dolly mode it is transformed into a tripod on rails.
Experiment with the smooth movements that are possible. However, the rails do not
need to have straight and flat shapes. The fun of the virtual rail is the possibility to
create 'impossible' rail tracks. Splines can be shaped in three dimensions. Try a vertical
spline rail. Draw a spline around an object, or make extremely long rail tracks.

The Crane
A crane in the virtual world is so much fun. You can position the center of the crane-
arm in the center of an object or scene. You can now rotate precisely around and
hover above a set. The crane arm is adjustable, even to extreme lengths, think of the
possibilities. To position the crane where you want use a spline object as a track. If
you have enough axes on your input device, use a spline rail track to put the crane on
the move.

Advanced Moves
If you try, you'll soon discover how complex a move can be. Ask for assistance. A good
'Grip' or a crane operator is worth his weight in gold. The smooth balanced moves he
or she can produce add so much value. Use two joysticks or a dedicated device, to
carefully lay your tracks. If the motion is still too complicated, try and split. Record the
dolly motion first(crane in a null object), then the crane (rotate/lift) and then the
camera motion plus zoom. Record over and over, and dub moves, until you are
satisfied.

Export motion
You can export recorded tracks to other (specialized) 3d applications. The resulting
animations can, when rendered, be composited with renders from CINEMA in for
instance Combustion or Adobe AfterEffects.

...From Virtual to Real...


It’s possible to plan and create motion control tracks for use on real sets. Carefully
designed and scaled virtual 3d sets can be cheap and patient playgrounds for the real
work. Test sets, plan moves create the tracks. Use the capabilities of CINEMA 4D to
export the tracks to dedicated equipment.

...And Blue/Green Screen


The exported tracks from the above example can be used with motion-controlled
equipment in a chromakey studio. The combination of motion controlled equipment,
a real-time keyer and a computer running dedicated software, can give you on the set,
in real time, the preview of the final shooting results.

Other objects in motion


Camera GripTools is not limited to the camera; control can also be assigned to other
objects. Imagine ‘being’ the 'leader' of a flock with a moving attractor.

Finally
Very interesting is the handheld mode, using physical 6 axes of freedom motion
tracking plus zoom control by an controller from a second device.
Friesland AV | Camera GripTools - user guide 35

APPENDIX F. Using input devices – the Xtension system

CameraGripTools supports a wide range of input devices by use of special GripTools


Xtensions. To be as flexible as possible, we have adapted a hardware extension
system. We call it the ‘GripTools Xtension System’. So Camera GripTools consists of 2
components: ‘Camera Griptools’; the system interface, as an abstraction layer of all
types of hardware devices. Buying Camera Griptools includes the selection of at least
one Xtension. The most common are: HID and MIDI. But there are others, more
specialized Xtensions. See for detailed info on Xtensions the special Xtension user
guide.
Friesland AV | Camera GripTools - user guide 36

APPENDIX G. Connecting and starting Xtensions

The Xtension manager starts mapping the installed Xtensions at C4D startup. It does
not connect physical devices before starting the Xtension. So, before you start an
Xtension from the menu be sure that the devices you are going to use, are connected.

All devices should be plugged in before startup of CINEMA 4D.


Devices that are used in already saved files that still need recorded, must be
started before opening.
Tags (no longer in use) in scene files that have finished recording, should be
removed. The motion is stored as keyframes on the timeline.

Saving/opening C4D scene files with GripTools tags attached to objects.


When opening a file that contains GripTools Tags, some (channel assignment) settings
may be set to ‘Off’, depending on the detected input devices.
This will occur when you open a file that contains controls from a device, connected at
saving time, but no longer available at re-opening. GripTools remembers the name of
a device controller. But if the device is not detected and started, the channels
assignment will be re-set to ‘Off’. To prevent this, be sure that the device used is
started and running, before opening the scene file. If you accidentally opened a file
with non-detected Xtensions, just close the file, start the Xtension and re-open the
Cinema 4 D scene file.

What will happen when loading a scene file containing GripTools Tags using one or
more Xtensions attached in the following situations:

1. No Xtensions running or no devices connected


2. Less Xtensions running or no devices connected
3. More Xtensions running or no devices connected
4. Different Xtensions running or no devices connected
5. The same Xtensions but in a different order.

In all above cases, GripTools will step trough all assigned channel and search for the
assigned axis names. It simply sets channels with missing assignements to ‘Off’.

Keep in mind that USB is a dynamic system, where results are not always
predictable.
Friesland AV | Camera GripTools - user guide 37
Friesland AV | Camera GripTools - user guide 38

Legal
FRIESLAND AV & MULTIMEDIA
Electr onic End-User Lice nse A greeme nt for one (1 ) com puter

THIS IS A CONTRACT. YOU SHOULD CAREFULLY READ ALL THE TERMS AND CONDITIONS BEFORE INSTALLING THIS
SOFTWARE. BY INSTALLING OR USING THIS SOFTWARE, YOU ACCEPT ALL THE TERMS AND CONDITIONS OF THIS
AGREEMENT. YOU AGREE THAT THIS AGREEMENT IS ENFORCEABLE LIKE ANY WRITTEN NEGOTIATED AGREEMENT
SIGNED BY YOU. IF YOU DO NOT AGREE, DO NOT USE THIS SOFTWARE.

1. License.
FRIESLAND AV & MULTIMEDIA grants to you as an individual, a non-transferable, non-exclusive license to use this
SOFTWARE only in accordance with the terms and conditions set forth herein. The term "SOFTWARE" shall include the
software and documentation accompanying this License, whether on disk, in read only memory, in download package,
on any other media or in any other form. The term "SOFTWARE" shall also include any upgrades, modified versions,
updates, additions, and copies of the SOFTWARE licensed to you by FRIESLAND AV & MULTIMEDIA, if any.

2. Permitted Uses and Restrictions.


You may use the SOFTWARE on a single computer. You agree not to transfer, assign, rent, lease, sublicense, or lend the
SOFTWARE to any other person or entity, except as expressly provided herein, and that any attempt to do so in any
other way shall be null and void. You agree not to use, copy or modify the SOFTWARE, in whole or in part, except as
expressly provided for in this Agreement. You may make one copy of the SOFTWARE solely for archival purposes. If the
SOFTWARE is an upgrade, you may use the SOFTWARE only on conjunction with the upgraded product. You may not
distribute or otherwise make the SOFTWARE or Documentation available to any third party.

3. Copyright.
The SOFTWARE is owned by FRIESLAND AV & MULTIMEDIA and its structure, organization, and code are valuable trade
secrets of FRIESLAND AV & MULTIMEDIA. The SOFTWARE is protected by both Dutch copyright law, international
copyright treaty’s provisions and all other applicable national laws. The SOFTWARE is licensed, not sold. You agree not
to modify, adapt, translate, reverse engineer, decompile, disassemble, or otherwise attempt to discover the source
code or modify the functionality of the SOFTWARE. Except as stated in this agreement, this agreement does not grant
you any property rights in the SOFTWARE, including intellectual property rights. You acknowledge that you are
receiving a limited license to use the SOFTWARE and Documentation and that FRIESLAND AV & MULTIMEDIA retains
the title to the SOFTWARE and Documentation. You acknowledge that the FRIESLAND AV & MULTIMEDIA has a
valuable proprietary interest in the SOFTWARE and Documentation. You may not rent, lease, sub-license or sell the
SOFTWARE. You may not use, copy, modify, or transfer the SOFTWARE or Documentation or any copy, modification, or
merged portion in whole or in part without express permission from FRIESLAND AV & MULTIMEDIA.

4. Upgrades
If the SOFTWARE is labeled as an upgrade, you must be properly licensed to use a product identified by FRIESLAND AV
& MULTIMEDIA as being eligible for the upgrade in order to use the SOFTWARE. SOFTWARE labeled as an upgrade
replaces and/or supplements the product that formed the basis for your eligibility for the upgrade. You may use the
resulting upgraded product only in accordance with the terms of this Agreement.

5. Limitation of Liability
IN NO EVENT WILL FRIESLAND AV & MULTIMEDIA OR ITS SUPPLIERS BE LIABLE TO YOU FOR ANY DIRECT, INDIRECT,
CONSEQUENTIAL, INCIDENTAL OR SPECIAL DAMAGES, INCLUDING ANY LOST PROFITS OR LOST SAVINGS, LOSS OF
BUSINESS, LOSS OF BUSINESS INFORMATION, BUSINESS INTERRUPTION, LOSS OF USE, WHETHER BASED IN CONTRACT,
TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY, OR ANY OTHER THEORY OR FORM THEREOF, WHICH MAY BE
CAUSED BY, DIRECTLY OR INDIRECTLY, THE INADEQUACY OF THE SOFTWARE FOR ANY PURPOSE OR ANY USE THEREOF,
OR BY ANY DEFECT OR DEFICIENCY THEREIN, EVEN IF A REPRESENTATIVE OF FRIESLAND AV & MULTIMEDIA HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY THIRD PARTY. IN NO EVENT, SHALL
FRIESLAND AV & MULTIMEDIA OR ITS SUPPLIERS HAVE LIABILITY UNDER THIS AGREEMENT IN EXCESS OF THE
LICENSING FEES PAID BY YOU HEREUNDER. YOUR EXCLUSIVE REMEDY SHALL BE, IN FRIESLAND AV & MULTIMEDIA OR
ITS SUPPLIERS SOLE DISCRETION, EITHER (1) REPAIR OR REPLACE THE SOFTWARE OR (2) REFUND THE LICENSING FEES
PAID BY YOU UNDER THIS AGREEMENT. THE REFUNDING PERIOD IS LIMITED TO A THIRTY (30) DAYS AFTER PURCHASE.

6. Disclaimer of Warranty.
FRIESLAND AV & MULTIMEDIA IS PROVIDING YOU THE SOFTWARE "AS- IS" WITHOUT WARRANTY OF ANY KIND EITHER
EXPRESSED OR IMPLIED, AS TO NON-INFRINGEMENT OF THIRD-PARTY RIGHTS, MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE SOFTWARE IS WITH YOU.
FRIESLAND AV & MULTIMEDIA DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET
YOUR REQUIREMENTS THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR ERROR FREE.
FRIESLAND AV & MULTIMEDIA AND ITS SUPPLIERS DO NOT AND CANNOT WARRANT THE PERFORMANCE OR RESULTS
YOU MAY OBTAIN BY USING THE SOFTWARE OR DOCUMENTATION.
Friesland AV | Camera GripTools - user guide 39

7. Governing Law.
This Agreement will be governed by the laws of the Netherlands, and is protected by Dutch copyright laws, other
applicable copyright laws and international treaty provisions without regard to conflict of law principles. If any part of
this Agreement is found void and unenforceable, it will not affect the validity of the balance and the rest of the
Agreement, which shall remain valid and enforceable according to its terms. You may not ship, transfer, or export the
SOFTWARE into any country or used in any manner prohibited by any export laws, restrictions or regulations.
ANY CONTROVERSY OR CLAIM ARISING OUT OF OR RELATED TO THIS AGREEMENT, OR THE BREACH THEREOF, WILL BE
SETTLED IN THE NETHERLANDS BY ARBITRATION OF A DUTCH COURT. SUCH ARBITRATION SHALL BE HELD IN (I)THE
NETHERLANDS , OR (II) THE CITY IN WHICH LICENSOR 'S PRINCIPAL PLACE OF BUSINESS IN THE NETHERLANDS IS
LOCATED. ANY FINDING OF THE ARBITRATOR MUST BE FILED WITHIN 30 DAYS OF THE FINAL ARBITRATION HEARING.
JUDGMENT ON ANY AWARD RENDERED BY THE ARBITRATOR MAY BE ENTERED IN ANY COURT HAVING JURISDICTION
THEREOF. THE PARTIES SHALL ARBITRATE DISPUTES IN CONFIDENCE. NOTHING CONTAINED IN THIS SECTION WILL
LIMIT EITHER PARTY'S ABILITY TO SEEK EQUITABLE RELIEF IN ANY COURT.

8. General Provisions.
This product uses portions of GLScene (http://glscene.org), and Graphics32(http://graphics32.org)both licensed under
the terms of the Mozilla Public License.
Unpublished rights reserved under the copyright laws of the Netherlands.

This Agreement shall automatically terminate upon failure by you to comply with its terms. This Agreement may only
be modified in writing signed by an authorized officer of FRIESLAND AV & MULTIMEDIA.

FRIESLAND AV & MULTIMEDIA,


Techumerdyk 8c 9084AJ Goutum, The Netherlands
Phone: +31(0)582802229
Website: http://www.frieslandav.com
“Camera GripTools” is a trademark of FRIESLAND AV & MULTIMEDIA, the Netherlands.
All rights reserved.

Trademarks
Windows’, ‘Windows 7’, ‘Windows Vista’, ‘Windows XP’, ‘Windows 2000’ and ‘Windows NT’ are registered trademarks
of Microsoft Inc. ‘Mac’, ‘OS X’ and ‘iPhone’, ‘App Store’ are registered trademarks of Apple Inc. ‘CINEMA 4D’ is a
trademark of Maxon Computer GmbH. ‘Terragen’ is a trademark of Planetside Software. ‘Photoshop CS’ is a trademark
of Adobe Systems Incorporated. ‘PATRIOT‘ is a trademark of Polhemus. ‘Nintendo’, ‘Wii’, ‘Wii Remote’ and ‘Nunchuk’
are either registered trademarks or trademarks of the Nintendo® Co. Ltd. ‘SONY’, ‘SIXAXIS’, ‘MOVE’, ‘DUALSHOCK’ are
trademarks of Sony Computer Entertainment Inc. ‘BCF2000’, ‘BCR2000‘, are trademarks of BEHRINGER® Specielle
Studio Technik GmbH. ‘TrackIR’ and ‘NaturalPoint‘ are Trademarks of NaturalPoint Inc. ‘Vinten’, ‘Vector’ and ‘ITBox’
are trademarks of The Vitec Group plc. ‘Camera GripTools’, ‘Xtension’ and ‘iXplorer’ are trademarks of FRIESLAND AV &
MULTIMEDIA. All other product and brand names mentioned in this manual are used for identification purposes only.
They may be trademarks or registered trademarks, and, as such, remain the exclusive property of their respective
holders. Their use neither constitutes a claim of the trademarks by FRIESLAND AV & MULTIMEDIA. FRIESLAND AV &
MULTIMEDIA is not related or associated with one or more of the aforementioned companies. The Software is not
designed, manufactured, sponsored or distributed by the aforementioned companies, with the exception of the
iXplorer, only available in the Apple App Store. Friesland AV & MULTIMEDIA reserves the right to change the names,
features and prices of all its products at any time. FRIESLAND AV & MULTIMEDIA accepts no liability for any loss which
maybe suffered by any person who relies either wholly or in part upon any description, photographs or statement
contained herein.

You might also like