[Bf-committers] Jumping camera
Meino Christian Cramer
Wed, 21 Jan 2004 12:26:59 +0100 (CET)
From: Ton Roosendaal <firstname.lastname@example.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 !
> 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...
> 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)
> > _______________________________________________
> > Bf-committers mailing list
> > Bfemail@example.com
> > http://www.blender.org/mailman/listinfo/bf-committers
> Ton Roosendaal Blender Foundation firstname.lastname@example.org
> Bf-committers mailing list