Animating spawn areas in Quill

Getting to grips with animating spawn areas, using stepped interpolation. Meaning, camera angles that jump abruptly from one view to another. Sally's world is becoming defined and I've animated a tube train, using transform keys, to arrive on the platform.

Screen shots below showing the spawn area (camera view) indicated by a view finder and cross hair. Although the viewer will be able to look in a 360 degree direction, by targeting the camera view in the direction of the action, the viewer will be lead through the narrative.

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