I set a camera in middle of the room and have it go around... so let's say it starts on angle 0 on fr1 and goes to 359 on fr200. But when I set the keyframes the camera will always rotate to the right, so it moves 1 degree instead of doing the full turn. I thought it picks the shortest route to the keframe, so I set a keyframe on fr100 past the middle point, but doesn't help either...
What does the curve look like in the graph editor? Select your camera, open the graph editor and check your RotateY or whichever channel it is. You can modify the values and tangents in the editor too.
yes and no... I want it to rotate 'the long way around' but once it gets to 270 degrees it resets and continues the count starting ant -90... hope you understand what I'm saying.
Now it moves 40 degrees or so.. i want it to move 320...
The camera rotates in a way that the degree is calculated like this:
-80 ...0 ... 270 ...-90 ...0
If I have the camera tilted down - just a bit.. and the angle doesn't change, then the rotation looks like this:
-80..0...90 (now it count down) ..80...0 -90 ..(count down again) -80 -70 etc... wth
EDIT: it has definitely something to do with the tilt.. if I rebuild the camera looking straight, then the degrees go 0 to 360, as expected; but when I have an X tilt on the camera the degrees got all messed up..
EDIT: To recreate what I'm talking about:
Open new scene, create camera, in rotate settings select rotate mode: world, angle it down a bit (rotate x.. e.g. -20) then rotate it around and see the rotate Y numbers in the channel box go crazy.
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