Thanks
Jepp - in fact I am proud of the r2d2 wiggling along the way.
I used 2 manually edited animation curves in the obj-rotations to generate wiggling that looks random.
But for better workflow in future I have two questions.
1) Is there any possibility to get a "relative to terrain"- coordinate for an object and write it into an animation curve?
It was extreme time-consuming to calibrate the r2d2 that it looks like he touches the terrain.
I know the button how to "drop" the object to terrain in the 3D preview, but I can't generate a terrain depending path...
2) I didn't find an "object path" --- camera-paths are shown in the 3D preview. Is this feature for moving objects hidden or not existent?
The next steps:
The viper flight over the desert is rendering in 1920x1080 with 1-3h per frame because of the many reflective shaders on the viper.
But when finished you can almost see the passing desert-ground reflecting in the cannon
[attach=1]
Also the viper passing the desert-town with the 180 degree camera rotation must be composed and rendered new...
R2D2 must pass the forest... yes - that's one reason why I spent soo much time to the dog in the forest...
Some vessels should pass over the forest... Here a very early test render just for the overview:
[attach=2]
The mountains in the far will be revised later when I have time.
The starting viper will be arranged completely new... for the two shots in the teaser it was OK but since I got some more experience with the forest road, I really hate that mountain lake...
...and then I can care about the 90% rest of the plan
...even a film Premiere in 2020 is very, very optimistic...