This video show the effect in action. It's a very simple scene and render. Made with blender 2.5 beta 2.
The principle is really simple :
- Make a full step animation of something like if there's not matrix effect. Well assume your animation have 500 frames of physics.
- Then you can create a camera, position it, make some move target the focused object (for instance).
- You render 250 frame of the object moving to the target.
- You save the blend file to TEMP.blend.
- You open another blender and load that TEMP.blend
- You delete all IPO curve of the physics of the object. (Take care to be at frame 250). After that you'll have normally a model that should be still.
- You delete IPO curve of the camera as well (The camera should stay at the original location of the 250th frame).
- Then you make a new IPO curve for the camera focusing the target and moving around for about 100 frame (for exemple).
- Render it. (You've now 2 part of video).
- Then take note of the last position and rotation of the "turning around" camera you've just played before in the 100th frame of the Matrix effect.
- After you can close that blender session and came back to the old one.
- Now you are in the old blender in the 250th frame, simply paste position & rotation of the camera in the right panel (screenshot).
- Clear IPO for the cam and make new IPO if needed then render then last 250 frames.
- Et voila, normally you should have 3 part of video that you'll just have to append to obtain a similar of temporal matrix effect.
That's how I do for that video. There's way to lost less time but it's sufficient for now :)
Another good idea, whould be to make a time distortion to slow down the physics while keeping the camera moving at the real rate... But I don't know blender IPO curves as well as to manipulate all ipo curves of each object included in the physics :D
