[Bf-committers] Jumping camera

Meino Christian Cramer bf-committers@blender.org
Wed, 21 Jan 2004 12:26:59 +0100 (CET)


From: Ton Roosendaal <ton@blender.org>
Subject: Re: [Bf-committers] Jumping camera
Date: Wed, 21 Jan 2004 12:18:02 +0100

ok...no problem ;)

I only reported according to the "principle of least surprise"...

Keep rendering !
Meino (mcc)



> Hi,
> 
> What you describe is the limitation of a system using tracking with an  
> enforced 'up' vector. There's exactly one situation where it doesn't  
> work (look straight up or straight down), just avoid that...
> 
> -Ton-
> 
> On Wednesday, Jan 21, 2004, at 06:39 Europe/Amsterdam, Meino Christian  
> Cramer wrote:
> 
> > Hi,
> >
> >  another one:
> >
> >  start with the default scene, but delete the plane
> >
> >  Position an assymetric object of your choice at 0,0,0
> >  -- the objects _needs_ to by assymetric, otherwise the effect
> > 	is hardly to recognize
> >
> >  Position light as needed to see enough in the dark ;
> >
> >  Position a camera above the object at 0,0,<some distance>
> >
> >  Position  a Nurbs Circle at 0,0,0 with a radius of <some distance>
> >  (see above). The plane spread by the circle should be parallel
> >  to the plane of the x,z coordinates.
> >
> >  Make a CurvePath from the Circle and activate CurveFollow.
> >
> >  Make the CurvePath parent of the camera.
> >
> >  Clear Origin of the camera (the camera should directly sit on
> >  Path)
> >
> >  Position an Empty at 0,0,0
> >
> >  Select Camera then Empty and CTRL-T (Make Track) and choose
> >  "Constraint".
> >
> >  Animate the camera view (no rendering needs -- it shows the same
> >  effect by consuming more time to get prepared ;)
> >
> >  Every time the camera is passing "0" in one of the axis, the
> >  Up-vector of the camera flips. The animation jumps from one view to
> >  another one.
> >
> >
> >  (By the way: Would be nice, if CurvePaths get not be pre-rendered
> >  when activating SolidView in 3DView -- a preview of an animation with
> >  "solid shaded" object as above can get unusable, when more the one
> >  CurvePath is in the scene)
> >
> >  (By the way (2): When activating Animation with ALT-A it takes some
> >  time before the Animation starts...older Blenders were faster with
> >  this decision...)
> >
> >  Kind regards!
> >  Meino (mcc)
> >
> > _______________________________________________
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> > Bf-committers@blender.org
> > http://www.blender.org/mailman/listinfo/bf-committers
> >
> >
> ------------------------------------------------------------------------ 
> --
> Ton Roosendaal  Blender Foundation ton@blender.org  
> http://www.blender.org
> 
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