CompuServe Thread

Camera spin

17 messages in this thread
#102232From: Yost GroupMay 17, 1994 10:24 AM
In addition to what Martin said about keyframing a 180-degree roll, you can also try linking everything in your scene to a dummy rotating the dummy 90-degrees on frame 0. This will likely shift the entire animation to an orientation in which you won't ever being passing the camera over the singularity at the poles. Note that the singularity is just an artifact of quanternion mathematics, which was originally developed in the 1800's to inhibit the gimbles on big sailing ships from locking. All high-end 3D animation systems use this form of math for smooth motion, but like anything it's not perfect. – G
#103401From: JG-Sundog ProductionsMay 22, 1994 11:17 PM
PMJI- I've been a little out in the woods on this flip thing, too.. I seem to be having a similar problem w/ a camera movement in R2. I found that when I dive the camera down the inside of an open-ended cylinder it jerks a 180 deg roll every 8th frame or so. Very puzzling, it was. I tried doing the reverse-roll-at-the-frame maneuver to counteract it and started getting into complicated keyframe manipulation that seemed a little.. well, excessive. Is this the same sort of thing? Are there "singularities" imbedded somewhere in the walls of my cylinder, as well, yanking the camera this way & that? My workaround was to simply throw out the offending camera path/keyframes and leave it stationary, while making the cylinder shrink down its length from one end, giving the illusion of camera movement. Seems to work OK, sort of. It kinda flies in the face, tho, of advice I received in a 3D animation course for this kind of motion, i.e., "Move the camera & leave the objects alone if possible..". (BTW are they by any chance the same kind of singularities that black holes become, a la Stephen Hawking…? (<g>juskiddin)). Best regards, John Gummere =SP=
#103450From: Yost GroupMay 23, 1994 10:21 AM
John, it sounds like you're diving straight down the vertical axis, and since the quaternion singularity IS that axis, you should rotate your entire scene so that you're diving down any other axis (and you'll be fine). – G PS: No need to worry about black holes. <g>
#103541From: ARA GREGORIANMay 23, 1994 6:25 PM
gary: i have also had this problem with the camera movment. can you explain the axis and rotation of the objects a in a little more detail. i dont think i get the picture with the present explenations. thanks ara
#103584From: Yost GroupMay 23, 1994 10:39 PM
Quaternion math (used by almost every animation system on the planet for things like camera and object rotations) is polar-based (using a three-component vector and an angle/scaler), which causes a singularity along the polar axis. As the vector approaches that singularity, its orientation becomes ambiguous. In order to deal with the ambiguity, the program maintains continuity of motion (or at least tries to minimize discontinuities). This math was originally developed in the early 1800's to keep the gimbles on huge sailing ships from locking as they traversed their own polar singularities. If you're interested in learning more about it, check out an article in Computer Graphics & Applications magazine (the ACM Siggraph bible) by Ken Shoemake, 1985. He pretty much pioneered the use of them in computer animation while at Xerox Parc (as far as I can remember). There is a strong relationship between quaternion math and Euler's theorem, which states something about how any displacement of an object with a fixed centroid can be represented by a single rotation about an arbitrary axis. I hope that gives you more of what you wanted, but reading over it I'm starting to doubt that's what you had in mind when you asked the question. The short answer is that it's just the way it works.
#103609From: ARA GREGORIANMay 24, 1994 1:07 AM
Duuhhh?!#@*IK^&)>>Y^ERR$||!++<…… . . . . . . . ara p.s. thanks for the reply. >:-)
#103610From: John SchmidtMay 24, 1994 1:14 AM
>> Quaternion math … is polar-based … which causes a singularity along the polar axis. As the vector approaches that singularity, its orientation becomes ambiguous. In order to deal with the ambiguity, the program maintains continuity of motion (or at least tries to minimize discontinuities) … keep the gimbles on huge sailing ships from locking as they traversed their own polar singularities … Euler's theorem, which states something about how any displacement of an object with a fixed centroid can be represented by a single rotation about an arbitrary axis. Earth to Yost! Earth to Yost! 'Sounds like Data describing the Ambiguous Temporal Singularity on Star Trek tonite…(did I forget to turn off the T.V….) <g>
#104011From: S WhiteMay 25, 1994 11:38 PM
Geez…….I had no idear that all that stuff was in my little ol' 3DS camera. Good job Gary, another good reason I am only a user and not a writer!
#104099From: SyndesisMay 26, 1994 11:04 AM
Of course, all you need to do to fix that is "remodulate" either the phaser bank or the sensor array. 🙂
#103615From: M. G. BATCHELORMay 24, 1994 2:05 AM
PMJI, but I'm just curious – I can see this method as advantageous with objects, but a problem with cameras due to the "normal" orientation of framing a shot. Is this true ? I don't even pretend to understand this stuff, but I'm still curious none the less <g>.
#103659From: Yost GroupMay 24, 1994 9:35 AM
There's no real difference between objects and cameras. The orientation is vague along the singularity in both cases. You'll notice that Wavefront, Alias and Softimage all do exactly the same thing that we do. – G
#103704From: M. G. BATCHELORMay 24, 1994 1:07 PM
I just thought that with cameras, having a "preferred direction" (keeping the framing "normal") might be a problem, where it wouldn't be a problem with object rotations. I didn't mean that 3DS was any different in it's implementation, I was just curious about quaternion interpolation in general. I not sure why <g>.
#103743From: Yost GroupMay 24, 1994 3:34 PM
I can recommend a few good books about quaternion's if you're interested (they're about 1000 pages each). – G
#103748From: M. G. BATCHELORMay 24, 1994 4:51 PM
Sure, I'd like to know about the books. Like I said, I won't even pretend to understand the math itself, but for some reason I like to read this stuff – to get what I can out of it. As a matter of fact, I found a couple of books today with Quaternion references. Interesting story of how the guy that "discovered" them in the 1800's, after 10 years of searching for a second imaginary axis with 2 imaginary components, had a flash of inspiration walking past a bridge or something, and realized he needed three. That I can understand <g>. BILL
#103818From: Yost GroupMay 24, 1994 11:59 PM
Eureka, it's a bridge! I'll email the references to you after I get them from Dan. – G
#103654From: David RhotenMay 24, 1994 9:24 AM
So it's kind of like saying that every direction from the north pole is south? >>As the vector approaches that singularity, its orientation becomes >>ambiguous. Dave
#103660From: Yost GroupMay 24, 1994 9:36 AM
That at least captures the spirit of the vagueness of it. – G