CompuServe Thread

#unwanted camera roll

26 messages in this thread
#125338From: Loring RobbinsSep 23, 1994 5:37 PM
Does anyone have any tricks for avoiding unwanted camera roll when attempting near vertical camera angles? -Loring
#125350From: Paul KakertSep 23, 1994 8:34 PM
Loring, I ran into this problem a while back. I had an animation focused around a football stadium. The scene started with the camera directly above the field. I wanted the camera to drop straight down, and as it neared the field, slowly take a path around the entire field (point of view always centered on the middle of the field), then come to rest with great seats on the 50 yard line. As I started it I noticed if I wasn't careful, it was easy to have sporatic camera swings, or rolls. Can't tell you why it happens, but my solution was to make a spline path in the 2D shaper, give it dimension in the lofter, then import it as a path in the keyframer. Then I set the camera to follow the path with the camera target sitting constantly on the middle of the field. 3DS did the rest and I had no more problems. Hope this helps. Paul
#125370From: Sep 23, 1994 10:52 PM
Loring: Vertical camera angles will almost give you problems like that. If you are standing on the North pole, which way is South? <g> One trick is to rotate your entire scene 90 degrees to make it a horizontal camera move. Greg Pyros
#125398From: Phillip L. MillerSep 24, 1994 9:00 AM
>> One trick is to rotate your entire scene 90 degrees to make it a horizontal camera move. Wow, then which way is East? <g>
#125519From: alec jasonSep 25, 1994 4:33 PM
I run into the crazy camera roll problems in virtually every animation I make. I use an old indian trick: make a camera "roll" keyframe at the point just before the camera starts to go weird and then every two or three frames after that (you have to experiment) you must manualy adjust the camera roll (you can do right in the camera viewport) to get the camera back the way you want it. It's hard work but it does work. Alec Jason
#125658From: Loring RobbinsSep 26, 1994 2:10 PM
Alec, Sounds like you have good control of your camera roll, but don't you find the camera shaking at all, as it resists your attempts to curb its own desires… -Loring
#125674From: alec jasonSep 26, 1994 4:40 PM
<<. . . as it resists your attempts to curb its own desires>> Hmm . . . . . I must say that yours is the first message I've received here which has erotic overtones. Do you also write some of those romance books with a bare-chested-long-haired-guy-carrying-off-the-young-beauty covers? I guess to keep in the same spirit of your message: "In spite of the camera's slow twists and turns, I slowly wrap my hand around my trackball, feeling its smooth, warm surface as I move it slowly at first, then faster and faster until I've placed the cursor at what we both know immediately is the right spot. With my other hand I reach out to the waiting keyboard as each key beckons me forward. I gently thrust my throbbing finger down onto the yeilding tab key until it cries out softly and then surrenders to my will. I look up at the cameraviewport and it looks back at me silently, sensing my desire and awaiting my command. My fingers are tighter now as they move with the tracball, first this way and then that way until we become as one. At last the viewport, in its wild dance to and fro, seems not to loose its own passion but to accept mine, fully and complete, as it aligns with the position I have chosen — which is now in harmony with my desire. The camera, once lost and abandoned is now restrained from motion it did not want nor choose, waits now, calm, relaxed and fullfilled. "Have no fear," I say softly as I gaze deeply into the screen, "for Quaternions will not lead you astray again. I am here." Anyway, I just keep adding "corrective" roll keyframes until the roll goes away. Alec Jason
#125713From: Yost GroupSep 26, 1994 7:50 PM
If you're trying to get us hot, this was a very good attempt. <g> "…throbbing finger"? – G
#125714From: ALAN IGLESIASSep 26, 1994 7:52 PM
*sheesh!* -Alan
#125718From: Denise TylerSep 26, 1994 8:33 PM
>> The camera, once lost and abandoned is now restrained from motion it >> did not want nor choose, waits now, calm, relaxed and fullfilled. Whew! I think I need a cigarette! <g>
#125731From: Sep 26, 1994 10:02 PM
Alec: I didn't think you had it in you! That one goes into the 'keeper' file! :^) Greg Pyros
#125772From: Ted BoardmanSep 27, 1994 4:47 AM
Hey Alex What kind of a case are you working on these days?! TedB !^NavFont01F0006MGHHG|C82C
#125787From: Accu-WeatherSep 27, 1994 7:24 AM
Gonna upload a few gifs to go along w/ this? <g>
#125942From: alec jasonSep 27, 1994 10:25 PM
<< Gonna upload a few gifs . . . >> Don't get me started, Wade! Alec Jason
#126007From: Jonas Ruikis [ADESK]Sep 28, 1994 9:53 AM
hop this "touchy-feely" thread to take-5 please..
#125810From: Yost GroupSep 27, 1994 10:06 AM
Hysterical! – J
#125833From: Loring RobbinsSep 27, 1994 12:44 PM
Interactive harlequins! That's it! Forget this flying logo stuff. -L
#125939From: alec jasonSep 27, 1994 10:24 PM
<< Interactive Harlequins . . . >> Hmmmmmm. . . . maybe you're onto to something, Loring. I could get rid of all this fancy hardware crap and just work with a comprehensible old typewriter. Well, maybe a 286. Alec Jason
#125886From: Michele BousquetSep 27, 1994 5:54 PM
Are you single? <g> Michele
#125938From: alec jasonSep 27, 1994 10:24 PM
>> Are you single? <g> << Ahhh. . . no. But I'm very friendly. Alec Jason
#126118From: Robert A. WeilSep 28, 1994 9:49 PM
Now that I've seen what you can do with unwanted camera roll, I've got an unwanted jelly roll here (left over from this morning's meeting) that would like some attention <BG>. Could be a "sticky" situation. bob
#126266From: Brian Rudolph [Adesk]Sep 29, 1994 4:39 PM
<< I've got an unwanted jelly roll >> This falls under the dunkin donuts revision of applied physics. Merely link the jelly roll to the hand object, and rotate the entire hand object so that it intersects with the plane of the mouth object. Then assign your path to the hand object, and the jelly roll object will follow along right to the proper place. (You might want to adjust the first vertex point of the path so that in a 3D Display it overlaps the jelly object. This way the jelly roll is sure to intersect the mouth object cleanly. Forgetting this step will still allow you place the jelly roll in your mouth, but since there is no collision detection, you might wind up with your skinned face object smeared with jam.) -Brian
#126597From: Michele BousquetOct 1, 1994 8:18 AM
Shake rattle and roll Shake rattle and roll You can't do nothing to save your jelly roll. Michele <this is how my three-year-old niece Natalie sings it)
#125631From: Brian Rudolph [Adesk]Sep 26, 1994 11:29 AM
Occasionally the 3D Studio camera appears to turn everything upside down, as if the camera has been suddenly flipped 180 degrees. The view in the camera viewport will suddenly display images that are upside down. The camera does not have any keyframe information which would explain this flip. The workaround is simple. In the keyframer, link everything in your scene to a dummy object on frame 0. Rotate the dummy object 90 degrees. This will shift the entire animation to an orientation in which the camera will never be passing over a singularity at the poles. Note: This singularity is an artifact of quaternion mathematics, which was originally developed in the 1800's. All high end animation systems use this form of math for smooth keyframe motion. Quaternion mathematics is discussed in John Vince's book, 3D-Computer Animation, published by Addison-Wesley.
#125644From: Michael E BartlettSep 26, 1994 12:21 PM
Brian, Thanks for the excellent tip. That camera rolling problem has stumped me more than once. The only other work around I have come up with is to extend the target point of the camera which minimizes the problem but doesn't make it go away. Your solution and explanation should be noted in the the manual in some section called "Exceptions." .02$ Michael B.
#125657From: Loring RobbinsSep 26, 1994 2:02 PM
Brian, Thanks for the history of the polar roll syndrome. A 45 degree rotation gives me the right angles to get both horizontal and vertical camera views of my targets without the singularity issue becoming a problem. -Loring