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animating camera Roll


Koper
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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

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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.

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  • 2 years later...
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-

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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.

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