#flying into the screen
8 messages in this thread
I would like to know how to fly a camera into a plane that is texture mapped
with an animation. The part that is causing difficulty is how does one
position the camera in front of the plane so that when the camera comes to rest
in front of the plane the plane fills the entire safe area exactly. I have been
able to eyeball it pretty closely but there is always a slight jump when I cut
from the camera coming to rest in front of the plane to full screen version of
the animation that was mapped on the plane. Do I need to crack open my geometry
texts to figure this one out?
Thanks.
ME
ive done that by doing what ur doing. maybe somebody else has a better way. i
used it in a gumby anim where the camera follows gumby after he goes into a
book. cam follows into a bitmap of the first scene within the "book world".
then the "book world" cam takes over. (by cutting, since we cant yet switch
between cams in 3DS). mine came out great after about 1.5 hrs of tweaking. i
used minimal objects and materials and no antialiazing untill i got it right.
if nothing else i hope this encourages u to keep trying untill someone suggests
a better way.
bill
Bill
Thanks for the reply. I'm still convinced that my geometry book holds the key.
When I find the answer I'll post it.
ME
Book!!? What is that? (grin)
You can try a dissolve from one frame to the other.
Michele
Thanks Michele,
I've seen this done so often I think that there has to be a formula that will
give me the exact placement of the camera.
ME
Jamie Clay did this exact effect on one of our Siggraph tapes. Maybe if he gets
on the forum and sees this thread, he'll explain how he did it.
– Jack
Thanks Jack I think I may be close to the answer I'm trying it out today if ti
works I'll post hte method. I'd still be interested though if anyone has
suggestions.
ME