#Rotatation in Keyframer
3 messages in this thread
I am having a problem with rotation keys in 3D studio.
I am creating an animation with a globe that spins off and on throughout the
video. The speed at which it rotates varies.
The problem is when I decide to change a rotation key near the beginning of the
sequence. for example key 1 has 0 rotation, key 2 has 360, key 3 has 360. Now
I want key 2 to be 720. When I change it key 3 goes to 0!. Now I have to
change every rotation key from key 2 to the last key (key 20). Thats a lot of
edits.
Is there an easier way?
>> the sequence. for example key 1 has 0 rotation, key 2 has 360, key 3 has
>> 360. Now I want key 2 to be 720. When I change it key 3 goes to 0!. Now I
>> have to change every rotation key from key 2 to the last key (key 20). Thats
>> a lot of edits.
Thats the way 3D Studio calculates rotations. So if you changed key 2 to the
rotational value that was at key 3 the difference between the new key 2 and
key 3 will be the same, or 0 degrees.
If you didn't want to manually rotate every key after the new key 2 you
could _add_ the difference in rotation, 360 in the key info box for the later
frames.
Ralph
Hi Ken,
<< Now I have to change every rotation key from key 2 to the last key (key 20).
Thats a lot of edits. >>
Do you have R4? If so, you could use NodeHold, edit the text file of rotation
key values to your liking and then preform a NodeFetch..
jonas[adesk]