It is not easy to move a "fake camera" (the camera in the rendering program) and make it look like a real camera (a real camera held by the cameraman). Testing a scene from a different angle is like "Hey, let's delete the keyframes and re-adjust a bunch of carefully set parameters." instead of "Hey, let me try again, very quickly, I want to try The effect of shooting on the other side."
James Cameron and Pixar's staff have been working hard to solve this "virtual camera" problem, a camera-like physical device that allows the cameraman to take a completely virtual scene, just like shooting any scene in the real world. . They link the analog camera to the movement/orientation of the real camera and push everything that the analog camera "sees" in real time to the display of the real counterpart.
You should also be able to guess that these virtual cameras are not cheap.
I believe you have seen the incredible mixed-reality trailers of the VR games Space Pirate Trainer and FantasTIc ContrapTIon, and the special effects animator Kert Gartner has come up with a solution for virtual cameras.
Kert is using a second camera that is independent of the player's perspective to render another perspective of Space Pirate Trainer. He used an open source project called jsmpeg-vnc to push the camera's shots to his iPhone in near real time. At the same time, he used a third Vive controller to capture the position and orientation of the camera and to control the camera angle in the above game. By binding the iPhone and an HTC Vive controller to the handheld stabilizer, he easily got a virtual camera.
Such virtual cameras do not seem to perform tasks in Cameron or Pixar movies, such as adjusting aperture and focus. But Kert is able to piece together a usable virtual camera with existing components. I hope this is only the first step, and there will be more affordable solutions in the future.
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