#Help Camera Roll
4 messages in this thread
Can anyone tell me why I get a camera roll when the camera passes over or near
it's target. This doesn't happen in every animation. Any help will be
appreciated. Thanks
>> Can anyone tell me why I get a camera roll when the camera passes over or
near it's target. This doesn't happen in every animation. <<
It apparently has something to do with the way 3DS deals with the
x,y,z universe. One solution I've heard offered is to create a dummy
object at 0,0,0, link everything in the scene to it, and rotate it 90
degrees in any direction. You can now look "down" at your target
without the flip/flop.
<Flip Flop>
I haven't found a way around it. If you find an answer I'd like to know.
Scott Lunsford
Hi Will,
<< camera flip flop.. >>
Gary answered this back in June.. Here's a repost of related
threads…
"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.
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.
– G"