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Siris
04-25-2005, 08:01 PM
I have a circle path setup as a camera fly around a center object.

I have the camera setup how I want, focued on the center. Everything works except for my timeline controlers.

I'm trying to move the positionMarkerShape1 controler to the front (X positive) and the positionMarkerShape2 (Frame200 to right next to it, so it completes a full fly around 360.

But, everytime I move it past a certain spot, it seems like it tries to make the quickest route instead of going all the way around. I know this is probably a easy checkmark, but the help didnt have anything to help me.

I know I could easily move the model to face the default location. But I need it to be x+ the nose for my vehicle. That is where I want the animation to start.

thx

jadamburke
04-26-2005, 06:20 AM
you're better off doing a turntable camera by framing up a camera on your object, creating a locator and moving it to the center of your object. Then parent the camera to the locator (while preserving position) Then just animate the rotation of the locator so at frame 1 rotateY = 1 and at frame 200 rotateY=360

but to answer your question just select the marker and open the attribute editor. Change to position x val to 1.0 (0 represents the curve start, 1 represents the curve end)

Siris
04-26-2005, 03:11 PM
Thanks alot for the advice. I hadnt thought of that first way. Originally, I created a locator and put it in the center of the vehicle. I then created an Aim constraint, but when animated the camera, it lost that constraint.

This way is working now. Thanks alot.

Craiger
04-26-2005, 03:38 PM
Or,,, you could just attach the camera with your options set to Start. (not start and end time, or timeline.) This will attach the camera, but won't run along the path.. you could then rotate the circle to get the desired affect. (assuming you are using a Camera and Aim)

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04-26-2005, 03:38 PM
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