Koper Posted March 3, 2008 Share Posted March 3, 2008 Why cant i do this, am i missing something. I am setting up different frames to render, but no animation key is given for rotating the camera, it is taken over all the frames which is useless Link to comment Share on other sites More sharing options...
whitetr Posted March 3, 2008 Share Posted March 3, 2008 Can we have more info? What procedure are you using to animate the camera? What type of camera? Are there any controllers assigned to the camera? Can you provide a screenshot that may better describe the problem? Link to comment Share on other sites More sharing options...
Koper Posted March 3, 2008 Author Share Posted March 3, 2008 just a standard camera. I animated the camera by placing it in different locations frame by frame, then when i went back through the frames and rolled the camera on certain frames, it also changed for all the others, didn't matter if I keyframed the roll before and after the specific frame. I will have to check the camera it self cause the scene came from max9 to max2008, almost sure thats the problem. normally one can animate the roll Link to comment Share on other sites More sharing options...
whitetr Posted March 3, 2008 Share Posted March 3, 2008 This is a silly question perhaps (but I've done this)...do you have autokey turned on? Also check your rotation controller in your motion panel. Link to comment Share on other sites More sharing options...
Koper Posted March 3, 2008 Author Share Posted March 3, 2008 haha, lol, that normaly is a big mistake I do, but this time it was on (and double checked it) hehe. (sorry, its not a silly question, I really do it all the time) I can only check it again tommorow, and post the findings. Thanx anyway for now. Link to comment Share on other sites More sharing options...
JonRashid Posted March 3, 2008 Share Posted March 3, 2008 Link the whole thing to a dummy object and animate that. If you roll a camera too much it can flick back in some cases Link to comment Share on other sites More sharing options...
Koper Posted March 4, 2008 Author Share Posted March 4, 2008 i recreated the camera and it then worked, seems like a problem occurred when I brought the scene over from max9to 2008 thanks all Link to comment Share on other sites More sharing options...
alias_marks Posted September 27, 2010 Share Posted September 27, 2010 Link the whole thing to a dummy object and animate that. If you roll a camera too much it can flick back in some cases So I thought I'd bring this thread back after a couple years I've always had this problem where the camera flicks back without much reason. I'm not trying to animate a roll, however I would like to go back to my camera angles and perhaps tweak the roll again without having it flick back to the default. This seems like a bug to me. Anyone have the same problem and/or find a solution? I'd like to stay away from linking to a dummy object if possible, as I like to set my cameras in walkthrough mode, and that just kind of makes more of a headache.. Cheers, M- Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted September 27, 2010 Share Posted September 27, 2010 So I thought I'd bring this thread back after a couple years I've always had this problem where the camera flicks back without much reason. I'm not trying to animate a roll, however I would like to go back to my camera angles and perhaps tweak the roll again without having it flick back to the default. This seems like a bug to me. Anyone have the same problem and/or find a solution? I'd like to stay away from linking to a dummy object if possible, as I like to set my cameras in walkthrough mode, and that just kind of makes more of a headache.. Cheers, M- I am not sure exactly what you mean by roll, but it sounds similar to a problem I had a couple of weeks. I was keying a fairly comlex path. At one point I decided I wanted the camera to spin back around and look at where it just came from. I was having trouble adjusting the path as I needed without it doing a 360 degree roll. To solve the problem I was able to open the curve editor, and type in a new key postion. I took the original location, 96.471 in this case, and subtracted 360 from it. This gave me a number of -263.259. I then manually keyed this in. This number puts the orientation of the camera in the exact same position as it was when it was set to 96.471. In this case my extra roll was eliminated, and the path was perfect. Unfortunately I then had to do this manually for 12 keys to keep the roll out of the rest of the animation. Link to comment Share on other sites More sharing options...
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