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ScoobyCamTools 5 Manual
ScoobyCamTools 5 Manual
User's Manual
ScoobyCam
ScoobyMorph
SCOOBYCAMTOOLS 5 ANNOTATIONS
All rights reserved. This manual and the associated software are copyright protected and must not be reproduced,
transmitted, duplicated, distributed or translated into other languages without permission of the original author first.
Although software and manual have been made with all possible care and accuracy, errors can never be completely
prevented, due to the multiplicity of different hardware and software configurations. Therefore, the author does not
take responsibility for damage caused by software failures or by wrong descriptions in this manual.
System requirements
• Maxon CINEMA 4D R12 or R13
• Windows PC (32 Bit, 64 Bit) or Mac OSX (Intel)
Special thanks
Mo Li and Steffen Lepa for the initial idea, inspiration and for providing access to papers and scientific findings used
for this project.
Michael Auerbach, Philipp "Pel.Z" Dollinger, Ingo Walde, Oliver Meiseberg, David Drayton, Markus "Think" Schnell
and Akira Endo for beta testing and all the valuable input.
Furthermore Ingo Walde for the icons and Markus "Think" Schnell for proof reading the website.
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SCOOBYCAMTOOLS 5 TABLE OF CONTENTS
Table of Contents
1 INTRODUCTION ...................................................................................................................................4
1.1 Preamble .......................................................................................................................................... 4
1.2 Components ..................................................................................................................................... 5
1.2.1 ScoobyCam Tag ....................................................................................................................... 5
1.2.2 ScoobyMorph Tag .................................................................................................................... 5
1.2.3 "Create new ScoobyCam setup" command ............................................................................. 5
1.2.4 "Create new ScoobyMorph setup" command........................................................................... 5
1.3 What's new in ScoobyCamTools 5?................................................................................................. 6
1.3.1 New GUI and Workflow ............................................................................................................ 6
1.3.2 The ScoobyCam Rig ................................................................................................................ 6
1.3.3 The ScoobyCam Engine........................................................................................................... 7
1.3.4 The ScoobyMorph Engine ........................................................................................................ 8
1.4 Installation and Setup ....................................................................................................................... 9
1.4.1 Licensing................................................................................................................................... 9
3 PARAMETERS IN DETAIL.................................................................................................................12
3.1 ScoobyCam Tag............................................................................................................................. 12
3.1.1 Basic ....................................................................................................................................... 12
3.1.2 Rig .......................................................................................................................................... 13
3.1.3 Animation................................................................................................................................ 14
3.1.4 Dynamics ................................................................................................................................ 17
3.1.5 Scooby Motion ........................................................................................................................ 19
3.1.6 Focus ...................................................................................................................................... 22
3.2 ScoobyMorph Tag .......................................................................................................................... 24
3.2.1 Basic ....................................................................................................................................... 24
3.2.2 Tag.......................................................................................................................................... 25
3.2.3 Morph Tracks.......................................................................................................................... 26
4 APPENDIX ..........................................................................................................................................27
4.1 License agreement ......................................................................................................................... 27
4.2 Alphabetical index .......................................................................................................................... 30
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SCOOBYCAMTOOLS 5 PREAMBLE
1 Introduction
Here you'll find and overview of ScoobyCamTools as well as some
general information.
1.1 Preamble
A long time has passed since I wrote the first version of
ScoobyCamTools in MEL as a Maya in-house tool for an art project
at the university. Since then, it has undergone several updates (not
to mention the shift to CINEMA 4D right after the first version).
Version 2 and 3 were built as XPresso setups, and with version 4
ScoobyCamTools finally went C++ and became a successful
product on the plug-ins market.
ScoobyCamTools 4 has been around since 2007 and became
something like a standard for simulated hand-held camera
animation in CINEMA 4D. During the last 4 years, I have been
busy with other projects, but several requests from customers
always brought me back to ScoobyCamTools.
When CINEMA 4D R12 was released, it became clear that Scooby
needed a general overhaul, not only to make it compatible with
current and future CINEMA 4D releases, but also to make room for
all the new features that have been planned since a long time. It
took some time, turned out to be a complete rewrite of all parts of
the plug-in, and here it is: ScoobyCamTools 5. Enjoy ☺
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SCOOBYCAMTOOLS 5 SCOOBYCAMTOOLS COMPONENTS
1.2 Components
ScoobyCamTools 5 consists of several components which will be
described in this chapter.
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SCOOBYCAMTOOLS 5 WHAT'S NEW ?
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SCOOBYCAMTOOLS 5 WHAT'S NEW ?
Scooby Motion
The new Scooby Motion not only features much better shaking and
shivering, but also an all new footstep simulation. This performs a
regular movement that is dependent from the camera man's
walking speed and body size, and is based on real scientific
findings.
Spline Targets
A small but nevertheless useful improvement: Splines can now
directly be used as target objects. If you link a spline object as
target, you will be able to choose any position on the spline as
target position.
Chase object
Do you need an exciting shot with the camera chasing e.g. a car or
an animal? This could be quite a cumbersome task to animate
already if those objects are animated with key frames. But what if
they move dynamically and in an unpredictable way? Say hello to
the Chase Object feature. It will let the camera man follow any
object, considering a maximum distance. With the additional
minimum distance parameter, the camera man will even make way
for the object if it comes too close.
Base Link
Using the Base Link box, you can use another object or camera as
a source for the camera rig's basic matrix and also inherit the
camera parameters. Imagine you already have an animated
camera and you just want to add some Scooby Motion to it. Using
the Base Link, it's matter of seconds to get the result you want.
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SCOOBYCAMTOOLS 5 WHAT'S NEW ?
Depth Control
The Focus Control now offers the optional Depth Control that
provides simplified control over the camera's depth parameters,
and alternatively lets you generate reasonable depth passes for
post work and compositing.
Visualization
The visualization now includes a representation of the rig (simple
or as a complete figure), as well as markers for al targets, the
blended target position and the target aberration.
Value Export
Several of the calculated internal values of the rig are now
exported as read-only attributes and can be accessed via XPresso
or scripts. Additionally, objects can be attached to calculated
positions, making it easy to point e.g. a flashlight to the blended
target position.
Soft Interpolation
In earlier ScoobyCamTools versions, morphing cameras just
meant simple mixing between values. since then, many customers
have asked for an alternative interpolation mode that actually
creates soft camera movements from any number of source
cameras. This has now been fully implemented, for the camera
matrix as well as for camera parameters.
Morph Tracks
Several camera parameters can now also be morphed, including
focal length, Aperture, target distance, Depth of Field parameters
and white balance. If you own CINEMA 4D R13 with the new
Physical Renderer, you can also include the Physical Camera's F-
Stop, Exposure time and even more parameters in the morph.
Visualization
The ScoobyMorph visualization now includes an accurate
representation of camera position and alignment, as well as
markers for the source camera positions and their names.
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SCOOBYCAMTOOLS 5 INSTALLATION AND SETUP
1.4.1 Licensing
When you start CINEMA 4D after having installed the plug-in, you
will be automatically taken to the Personalize dialog where you can
enter the license key. After you have entered a valid license key,
you can start having fun with ScoobyCamTools.
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SCOOBYCAMTOOLS 5 TYPICAL APPLICATIONS
2 Typical Applications
Here you'll find some simple explanations on typical tasks you
might want to do with ScoobyCamTools.
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SCOOBYCAMTOOLS 5 TYPICAL APPLICATIONS
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SCOOBYCAMTOOLS 5 SCOOBYCAM TAG
3 Parameters in Detail
In this chapter, all parameters and functionality of all
ScoobyCamTools components will be explained. If you want to
know how a specific feature works or what a certain parameter
does, you might want to read this.
3.1.1 Basic
In this tab you'll find the basic attributes that (almost) every
expression tag in CINEMA 4D offers: Name, layer, priority controls
and an Enable/Disable checkbox.
3.1.1.1 Visualization
In addition to the common basic attributes, the ScoobyCam Tag's
Basic tab offers some attributes for visualization purposes.
3.1.1.2 Export
This is another additional group in the Basic tab. It provides a
number of read-only vector attributes as well as some link boxes.
Some of the internal values that are calculated by the ScoobyCam
engine are output into this group for further use 'outside' the
ScoobyCam Tag.
You can access these attributes via XPresso, using Python or
C.O.F.F.E.E., or - if you happen to be a plug-in developer yourself -
from your own plug-ins.
The link boxes can be used to directly transfer a certain value to an
object in your scene without even having to use XPresso or
Note: The default priority of the
scripting. A good example for this would be attaching a Null Object ScoobyCam Tag is 100. This should
to the calculated target position and then pointing a spotlight at it, avoid priority problems in conjunction
giving the illusion of a flashlight. with other expression tags.
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SCOOBYCAMTOOLS 5 SCOOBYCAM TAG
3.1.2 Rig
In this tab you can define some basic properties of the simulated
human camera man, establish a base link to another camera to
inherit its parameters and perform some manual rotation.
Height
This defines - as you might have guessed - how tall the camera
man's body is. The value entered here correctly affects the
dimensions of the camera man's body parts, as well as the results
of the footstep simulation (see chapter Scooby Motion, page 19).
The head joint of the ScoobyCam rig will be placed above the foot
joint with a distance of this value.
Parallax
The camera is offset from the head joint by the distances defined in
this parameter. Effectively, this controls the length of the camera
man's arms and the position of his hands, holding the camera.
Use this parameter to make the difference between ego
perspective (set x and y to 0.0, z to about 10cm), small hand-held
camcorder (set x to about 3cm, y to 0.0 and z to about 20cm) or a
bigger shoulder cam (set x to about 20cm, y to 0.0 and z to about
30cm).
Of course, you can use this parameter for other purposes, too. For
example, increase the y value to make the camera man hold the
camera above his head, like an eager reporter at a crowded press
conference.
3.1.2.2 Base
Normally, the ScoobyCam rig will inherit the position and rotation of
the camera's parent object. The camera man's feet will be placed
at the parent object's position and aligned to its Z axis.
If you want to make the rig independent from the scene hierarchy
and its parent object, the Base feature is the way to go.
Link
Link any object here to make the camera man stand at the object's
position and have him aligned along the object's Z axis.
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3.1.3 Animation
In this tab you will find the most important parameters that you will
need probably in everyday camera animation work, as well as
some more advanced animation features.
3.1.3.1 Splines
Splines are a classic tool in camera animation and are the analogy
to camera dollies. In ScoobyCamTools, you can have up to two
splines, move the camera along them and blend between them.
Enable
Click this checkbox to enable the spline functions.
Tangential
By default, only the camera position will be taken from the splines.
If you check this option, the camera will also be aligned to the
spline tangentially.
Blend A B
This slider blends between the positions taken from spline A and
spline B, as set with the above mentioned sliders. Click the little
arrow left of this parameter to unfold the curve and automatic
animation parameters (described below).
Cam Pos A Curve, Cam Pos B Curve, Cam Pops Blend Curve
Each of the position and blend sliders in the Splines group offers a
curve. It allows to tweak the behavior of the position sliders
described above.
Automatic
Each of the position and blend sliders in the Splines group offers
parameters for automatic animation. It lets you specify a range in
the timeline and will animate the related value from 0% to 100% in
that range of time. Use these parameters for simple animation
without keyframes.
Intensity
If this is set to 0%, the splines will have no effect. The camera
position and alignment will then be taken from the camera‘s parent
object or the Base Link object, if set. If Intensity is set to 100%,
splines will have full effect.
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3.1.3.2 Targets
Using camera targets is an effective way of setting a defined
camera alignment. ScoobyCamTools can use up to 4 targets and
blend between them. That way, you can make the camera man
can look at different objects in the scene by just animating some
sliders.
Enable
Click this checkbox to enable the target functions. While targeting
is disabled, the camera alignment will be the inherited from the
camera man‘s feet.
Compensate Aberration
When targeting an object, the camera man‘s head gets correctly
aligned. However, rig parallax and other parameters (e.g. manual
head rotation) tend to move the target out of the camera view‘s
center.
To compensate that, enable this checkbox. The camera will then
be re-targeted from the camera man‘s hands.
Target Pos A B
This slider blends between the two groups, effectively blending the
blended positions from each group. Click the little arrow left of this
parameter to unfold the (described below).
Curves
Each of the Target Pos sliders in the Targets tab offers a curve. It
allows to tweak the behavior of the sliders described above.
Intensity
If this slider is set to 0%, the targeting will have no effect. The
camera alignment will then be inherited from the camera man‘s
feet. If set to 100%, targeting will show full effect.
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Enable
Click this checkbox to enable the Chase function. Note: This is a dynamic effect. That
means it can only work correctly if you
play back the animation. Scrubbing or
Link jumping in the timeline will create
Link the object that you want to chase here. unwanted results. Before rendering your
scene with NETrender you should bake
the Scooby animation.
Max Distance, Min Distance
These values determine how the actual chase effect works: The
camera man will follow the linked object if it is further away than
the maximum distance allows. Additionally, the camera man will
make way for the linked object, if it gets closer than the minimum
distance allows.
Intensity
This value determines how strong the leaning effect gets.
Dampen
Sudden changes in the camera‘s moving direction or alignment
can lead to surprisingly strong leaning angles or hasty movement.
To avoid these effects, increase the this value.
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3.1.4 Dynamics
The parameters in this tab let you apply physical forces to different
parts of the camera man‘s body. While the obvious application of
the Scooby Dynamics would be to simply create rubbery and
springy movements, they are very suitable to simulate the delay
and impreciseness of a human camera man or to just smooth out
the animation.
Enable
Click this checkbox to enable Foot Dynamics.
Mode
Set the dynamics mode here. Dampen will just smooth out the
animation, getting rid of edgy or hasty movements. Spring uses
spring physics to create overshoots and dynamic swinging.
Enable
Click this checkbox to enable Head Dynamics.
Mode
Set the dynamics mode here. Dampen will just smooth out the
animation, getting rid of edgy or hasty movements. Spring uses
spring physics to create overshoots and dynamic swinging.
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Enable
Click this checkbox to enable Foot Dynamics.
Mode
Set the dynamics mode here. Dampen will just smooth out the
animation, getting rid of edgy or hasty movements. Spring uses
spring physics to create overshoots and dynamic swinging.
Enable
Click this checkbox to enable Foot Dynamics.
Mode
Set the dynamics mode here. Dampen will just smooth out the
animation, getting rid of edgy or hasty movements. Spring uses
spring physics to create overshoots and dynamic swinging.
Damp
Sets the dampen value. Greater values create softer and less
responsive results.
Inertia
This parameter is only available in Spring mode. Use it to create
overshoots, e.g. simulating a camera having problems focusing on
a moving object.
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Preset
If you're not into playing with lots of parameters, or if you just want
a starting point for your own modifications, select a preset here.
3.1.5.1 Footsteps
While walking, humans create a specific motion pattern with a
certain frequency and amplitude along each of the "human axes".
The way a human moves while walking depends on his or her body
size and physique. The footstep simulation bases on scientific
findings from the field of psychology of perception and implements Note: The footstep simulation is a
an algorithm that is realistic yet flexible and simple to use. dynamic effect, too. Even if it is not as
obvious as for the Dynamics, you should
Long story short: The footstep simulation creates a regular motion bake the Scooby animation before
that is dependent from rig height and the speed of walking. The rendering your scene with NETrender.
faster the camera man walks, the faster and stronger the footsteps
will occur.
Intensity
Control the intensity of the footstep simulation with this slider. Click
the little left of this parameter to unfold more parameters.
Scale
Control the scale or amplitude of the footstep simulation along
each of the rig's axes with this parameter. Since the resulting
amplitude depends on walking speed and rig height, this parameter
acts more like a multiplier. A value of 1;1;1 uses the realistic values
taken from statistical data.
Frequency
While the footstep simulation creates a frequency that correlates to
the average step width of humans, in respect of the body size.
However, experience shows that often a slower movement is
perceived as more pleasant and agreeable to watch. Therefore you
can control the step frequency with this parameter.
Since the resulting frequency depends on the walking speed and
rig height, this parameter does not directly set the frequency but
acts more as a multiplier. A value of 2.0 means double the
frequency, a value of 0.5 means only half the frequency. A value of
1.0 uses the realistic values taken from statistical data.
Intensity
Control the intensity of the random head rotation with this slider.
Click the little left of this parameter to unfold more parameters.
Max
Defines the maximum rotation for each axis.
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Frequency
Controls the speed of the random motion.
Octaves
Controls the amount of detail in the random motion. Greater values
mean more details, lower values produce a smoother motion.
DeSync
Each of the motion axis is influenced by a separate field of noisy
turbulence values. This greater this value is, the more the noisy
values will differ for each axis, creating a more natural and human
feeling. Setting this value to 0 will apply the exact same values to
each axis, giving a more mechanical result.
Offset
This parameter offsets the noisy turbulence fields for each axis.
Regard it as a kind of random seed: Using these values you can
generate an infinite number of variations. Just play with the values
until you get the result you want.
Intensity
Control the intensity of the random camera rotation with this slider.
Click the little left of this parameter to unfold more parameters.
Max
Defines the maximum rotation for each axis.
Frequency
Controls the speed of the random motion.
Octaves
Controls the amount of detail in the random motion. Greater values
mean more details, lower values produce a smoother motion.
DeSync
Each of the motion axis is influenced by a separate field of noisy
turbulence values. This greater this value is, the more the noisy
values will differ for each axis, creating a more natural and human
feeling. Setting this value to 0 will apply the exact same values to
each axis, giving a more mechanical result.
Offset
This parameter offsets the noisy turbulence fields for each axis.
Regard it as a kind of random seed: Using these values you can
generate an infinite number of variations. Just play with the values
until you get the result you want.
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Intensity
Control the intensity of the random camera translation with this
slider. Click the little left of this parameter to unfold more
parameters.
Max
Defines the maximum translation for each axis.
Frequency
Controls the speed of the random motion.
Octaves
Controls the amount of detail in the random motion. Greater values
mean more details, lower values produce a smoother motion.
DeSync
Each of the motion axis is influenced by a separate field of noisy
turbulence values. This greater this value is, the more the noisy
values will differ for each axis, creating a more natural and human
feeling. Setting this value to 0 will apply the exact same values to
each axis, giving a more mechanical result.
Offset
This parameter offsets the noisy turbulence fields for each axis.
Regard it as a kind of random seed: Using these values you can
generate an infinite number of variations. Just play with the values
until you get the result you want.
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3.1.6 Focus
This tab offers parameters to control the camera's focus settings.
They can not only be used to control the camera's standard focus
parameters but also to create results that would not be possible
with the camera's own parameters as easily.
Focal Length
Set the focal length here, effectively controlling the camera zoom.
Aperture
Set the aperture (film size) here, also influencing the camera zoom.
3.1.6.1 Target
In this group there are some parameters that help with the focus. Note: While the ScoobyCam Tag's focus
control is enabled, all values you might
have set within the Camera Object will be
Enable Auto-Focus overwritten.
Click this checkbox to enable Auto-Focus. If targeting is enabled
and a target object is linked, the Distance parameter will be
adjusted automatically to match the distance between camera and
target position.
Distance
While Auto-Focus is disabled, you can set a target distance
manually here. If Auto-Focus is enabled, this field is grayed out
and simply shows the calculated target distance.
Offset
This parameter controls the camera's target distance even while
Auto-Focus is enabled. Use it to de-focus intentionally.
Intensity
A value of 0% means no Dolly Zoom, a value of 100% creates an
exact Dolly Zoom effect. Values in between create a slightly
imperfect effect, making for a "real-world manually made" look.
As soon as this value is greater than 0% the Focal Length
parameter will be grayed out and automatically set.
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3.1.6.3 Depth
This group contains some extra parameters that allow easier Note: If you use the R13 Physical
control of the camera's depth parameters and help with creating Renderer and Physical Camera to render
correct depth passes for compositing. DOF in your scene, these parameters
are of no interest for you.
Enable Depth Control
Click this checkbox to enable the Depth Control. While this is
enabled, the ScoobyCam Tag will set (and overwrite) the camera
object's depth parameters.
Mode
Leave this set to Standard if you plan on using CINEMA 4D's
internal DOF post effect. If you need a depth pass that can be used
with external compositing applications, such as AfterEffects, Nuke
or Fusion, set this to For Post.
Focus Area
This parameter controls the depth of the focus area. That means,
the image will be sharp at the defined target distance and then
become more blurred until the outer edge of the focus area.
Blur Area
This parameter defines the blur falloff gradient within the focus
area. If it's set to 100%, the blur will start right at the target
distance. Setting lower values will increase the unblurred area. A
value of 0% will leave the complete focus area unblurred.
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SCOOBYCAMTOOLS 5 SCOOBYMORPH TAG
3.2.1 Basic
In this tab you'll find the basic attributes that (almost) every
expression tag in CINEMA 4D offers: Name, layer, priority controls
and an Enable/Disable checkbox.
3.2.1.1 Visualization
In addition to the common basic attributes, the ScoobyMorph Tag's
Basic tab offers some attributes for visualization purposes.
Show Position
Activate this option to display the position path that is generated by
the ScoobyMorph engine. It will be drawn into the viewport as a red
Note: The default priority of the
spline. Little dots as the source cameras' positions will be drawn, ScoobyMorph Tag is 110. This should
too. avoid priority problems in conjunction
with other expression tags.
Show Alignment
Activate this option to visualize the camera alignment paths in
addition to its position path. The alignment paths will be drawn into
the viewport as a blue spline (camera targeting) and a green spline
(camera up vector).
Show Names
Activate this option to display labels with the source cameras'
names in the viewport.
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SCOOBYCAMTOOLS 5 SCOOBYMORPH TAG
3.2.2 Tag
Here you'll find the attributes you'll probably spend most of your
time with. All the actual morphing parameters are to be found in
this tab.
Blend
Move this slider to morph between the first camera in the list (when
in Multi Morph mode) or Camera 1 (when in Simple Morph mode)
and the other cameras in the list (respectively Camera 2).
Click the little triangle left of the attribute label to open up a curve
that gives you additional control over the morph's behavior.
Interpolation
Here you can choose between linear and soft interpolation for the
morph. Linear might be good if you want to have a motion graphics
style morph between several still shots (e.g. for looking at different
labels or objects in the scene), while Soft is the way to go for a
smooth camera movement over all given cameras.
Source Mode
This option switches between the two modes of the ScoobyMorph
tag. In Simple Morph mode, you can link two cameras (Camera 1
and Camera 2). The morph will then always occur in linear mode.
The advantage of this mode is the ability to keyframe the link
boxes to exchange the linked cameras during animation.
In Multi Morph mode, you can link an arbitrary number of cameras
in the List field and have them all included in the morph calculation.
If you choose Soft interpolation, you will get a smooth camera
movement that passes all cameras' position and alignment.
Camera 1, Camera 2
These attributes only appear in Simple Morph mode. Link two
cameras here to morph between them.
List
This attribute only appears in Multi Morph mode. Link as many
cameras here as you want to include them in the morph
calculation.
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SCOOBYCAMTOOLS 5 LICENSE AGREEMENT
4 Appendix
4.1 License agreement
A note to the user
With the usage of ScoobyCamTools 5 (in the following called “software”) a contract is concluded between you (in the
following called “you” or the “user”) and Frank Willeke (the “licensor”). When using the software, you accept all terms
and conditions of this agreement. In the case of non-acceptance of this license you are not permitted to use the
software, and have to delete all copies of it.
Subject of this agreement is the right of use of the software “ScoobyCamTools 5” by Frank Willeke, as well as the
provided manual (in the following recapitulatorily called “software”). With the conclusion of this agreement you
acquire the right of use according to the license described below. The software itself, as all copies you create from it,
remain property of the licensor.
After paying a one-time license fee you get full commercial rights of use and will be eligible for warranty and service.
The commercial version will be personalized, delivered by e-mail and is not restricted in any way.
Transfer of license
§7 You may not rent, lease, sublicense or lend the software or documentation. You may, however, transfer all your
rights to use the software to another person or legal entity provided that you transfer this agreement, the software,
including all copies, updates or prior versions as well as all documentation to such person or entity and that you
retain no copies, including copies stored on a computer and that the other person agrees that the terms of this
agreement remain valid and this his acceptance is communicated to the licensor.
§8 You are obliged to carefully store the terms of this agreement. Prior to the transfer of the software you should
inform the new user of these terms. In the case that the new user does not have the terms at hand at the time of the
transfer of this software, he is obliged to request a second copy from the licensor. This can simply be done by
downloading this document from the licensor’s website.
§9 After transfer of this license to another user you no longer have a license of this software and have no rights of
use anymore. The commercial right of use can be re-obtained by paying the license fee again.
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SCOOBYCAMTOOLS 5 LICENSE AGREEMENT
Limited warranty
§13 The parties to this agreement agree that at present it is not possible to develop and produce software in such a
way that it is suitable for any conditions of use without problems. The licensor warrants that the software will perform
in accordance with the documentation. The licensor does not warrant that the software and the documentation
comply with certain requirements and purposes of the user or works together with other software used by the
licensee. You are obliged to check the software carefully immediately upon receipt and inform the licensor in writing
of apparent defects 14 days after receipt. Latent defects have to be communicated in the same manner immediately
after their discovery. Otherwise the software and the documentation are considered to be faultless. The defects, in
particular the symptoms that occurred, have to be described in details as much as you are able to do so. This
warranty is granted for a period of 12 months from delivery of the software (for the date of which the date of the
purchase according to the invoice is decisive). The licensor is free to cure the defects by free repair or provision of a
faultless update. If the licensor is not able to offer a trouble-free performance of the program, the user may withdraw
from the contract.
§14 In case of assertion of this warranty, the user is obliged to give up commercial rights of use as stated in § 13.
Liability
§15 The licensor and its suppliers do not and cannot warrant the performance and the results you may obtain by
using the software or documentation. The foregoing states the sole and exclusive remedies for the licensor’s or its
suppliers’ breach of warranty, except for the foregoing limited warranty. The licensor and its suppliers make no
warranties, express or implied, as to non infringement of third party rights, merchantability, or fitness for any particular
purpose. In no event will the licensor of its suppliers be liable for any consequential, incidental or special damages,
including any lost profits or lost savings, even if a representative of the licensor has been advised of the possibility of
such damages or for any claim by any third party.
Nondisclosure
§16 The user is obliged to take careful measures to protect the software and its documentation from access by third
parties. The user is not permitted to duplicate or pass on the software documentation. These obligations apply
equally to all the employees of a company or other persons engaged by the user to operate the programs. The user
must pass on these obligations to such persons. He is liable for damages in all instances where these obligations
have not been met. These obligations apply equally to all employees or other persons that are entrusted to use the
software. The user will pass on these obligations to such persons. Hi is liable to pay the licensor all damages arising
from failure to abide by these terms.
Retention of title
§17 The licensor keeps the ownership of the delivered software until full clearing of all outstanding bills at the time of
delivery, or later receivables resulting from this contract.
§18 When the licensee is in arrears with its payment, the application of § 17 by the licensor does not mean a
withdraw from the contract except the licensor communicates this withdraw explicitly to the licensee.
Information
§19 In case of transfer of the software you are obliged to inform the licensor of the name and full address of the
transferee in writing. The address of the licensor is stated in the manual and at the end of this agreement.
Privacy
§20 For the purpose of customer registration and control of proper use of the software the licensor will store personal
data of the users in accordance with the German law on data protection (Bundesdatenschutzgesetz). This data may
only be used to the purposes mentioned above and will not be accessible to third parties. Upon request of the user
the licensor will at any time inform the user of the data stored with regard to him.
Miscellaneous
§21 This agreement includes all rights and obligations of the parties. There are no other agreements. Any changes or
alterations of this contract have to be performed in writing and with reference to this agreement and have to e signed
by both contracting parties. This also applies to the agreement on abolition of the written form.
§22 This agreement is governed by German law only.
§23 If any part of this agreement is found void and unenforceable, it will not affect the validity of the balance of the
agreement which shall remain valid and enforceable according to its terms.
Termination
§24 This agreement shall automatically terminate upon failure by you to comply with its terms despite being given an
additional period to do so. In case of termination due to the aforementioned reason, you are obliged to delete the
program and all documentation and stop any commercial use of the software. Furthermore, upon request of the
licensor you must submit written declaration that you are not in possession of any copy of the software on data
storage devices or on the computer itself.
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SCOOBYCAMTOOLS 5 LICENSE AGREEMENT
Frank Willeke
1706 sok. no: 17
35600 Bahçelievler, Karşıyaka-İzmir
Turkey
sales@c4d-jack.de
www.c4d-jack.de
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SCOOBYCAMTOOLS 5 ALPHABETICAL INDEX
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SCOOBYCAMTOOLS 5 ALPHABETICAL INDEX
Head Rot ................................19 Max ............................ 19, 20, 21 Physical Camera ...................... 8
height......................................19 Max Distance ......................... 16 Physical Renderer .................... 8
Height .....................................13 Max. Distance ........................ 10 pleasant.................................. 19
helicopter..........................10, 16 mechanical....................... 20, 21 plugins folder............................ 9
human .................... 5, 19, 20, 21 MEL ......................................... 4 position................................... 11
human camera man................13 Min Distance .......................... 16 position along spline............... 14
Min. Distance ......................... 10 position path........................... 24
I
Mode.......................... 17, 18, 23 Preset..................................... 19
imported .................................11
morph................................. 5, 25 priority controls ................. 12, 24
impreciseness...................17, 18
morph tracks ............................ 8 Privacy ................................... 28
Inertia ...............................17, 18
Morph Tracks ......................... 26 Property Tracks ...................... 11
inherit..................................7, 13
morphing engine ...................... 8 psychology of perception........ 19
installation.................................9
motion engine .......................... 7 Python .................................... 12
Intensity8, 14, 15, 16, 19, 20, 21,
Motion Graphics....................... 5
22
R
motorcycle ....................... 10, 16
internal values ........................12
R13..................................... 8, 26
Multi Morph ............................ 25
interpolation........................8, 25
Rail Spline .............................. 14
multiple targets......................... 5
involuntary ..............................20
random ....................... 19, 20, 21
multiplier ................................ 19
ISO .........................................26
random seed .................... 20, 21
J N read-only ................................ 12
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SCOOBYCAMTOOLS 5 ALPHABETICAL INDEX
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