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View Full Version : anormal flip camera problem!


Is-boset
06-10-2003, 12:55 PM
I attach those pics for show my problem

frame 110
http://www.telesat.com.co/raineiro/error01.gif

frame 112
http://www.telesat.com.co/raineiro/error02.gif

i follow the plane with the camera and when the plane pass over and leave the zenit y want that the camera ends up side down, the nose of the plane they must countinue aim to the top of camera view.
you could see the camera flip in the fronts views.
y use dummies, restricts axes but nothig, how i can fix this.

thanks.[

gaggle
06-10-2003, 01:33 PM
this looks like a job for.. Up-Node Man!

[deletes long explanation that turns out to be wrong]

..hm.. I guess maybe MAX doesn't have a three-node transformation solver.. er..

I think the easiest solution here might be to simply avoid your problem Is-boset, if you don't use a target camera but instead use a Free Camera, then you won't have this issue at all. Take 5 or 10 or whatever minutes to sync up a Free Camera to the movements of the Targeted one. You can do this rather easily by enabling animated mode, and then aligning the Free camera to the Targeted camera on all the the camera-dummy's keyframes.

..does that make sense?

I'm refering to the Targeted camera's dummy that you've animated already. Each time that object is keyframed, you should align the Free Camera up to the Targeted Camera.. working your way through all the keyframes and you should end up with a cam I believe will move like the old Targeted one..

Oh and of course you only need to make this new camera for this specific shot, if you have a targeted cam elsewhere that moves nicely then by all means keep it.


I know how to solve this in Maya, but I don't know about MAX. Maybe someone else will come in with a blatantly simple way of solving this.

EricChadwick
06-10-2003, 02:11 PM
Yes, free camera is the way to go for this.

Or you could keep the target camera, but rotate the whole scene 90 degrees to the side. (link everything to a dummy, rotate the dummy)

A simplified explanation... the target camera tries to always point upwards, but when it looks straight up it doesn't know which way is up anymore. Thus the flip. Free camera does not try to stay upright, it will roll.

If you rotate the entire scene so that up is to the side instead, this might get rid of the problem (but might cause others).

Is-boset
06-11-2003, 11:25 AM
Thanks gaggle and posm for your help, i really appreciate your advice, well i hope some day discreet can fix this.

Jed Ike
06-11-2003, 04:04 PM
A target camera automatically assigns a Look-At Controller. Similiar to a Look-At Constraint but with few options. If you look up "Look-At Controller" you will find this solution for camera flipping. As well as other usefull info....

/quote

Example: To prevent flipping of targeted objects during rotation:

Add a Target Camera object.

Activate the Move tool and use the coordinate display to position the camera and target at 0,0,0 and 80,0,0, respectively.

Add a Dummy object and position it at 0,0,0.

Use Select And Link to link the camera to the dummy, and then link the camera target to the dummy. At this point, the dummy is parent to both the camera and its target.

Rotate the dummy about its Y axis, and watch the camera.

As the target passes through the zenith and nadir of its orbit, the camera flips.

Select the camera and go to the Motion panel. On the Look At Parameters rollout, turn on Use Target As Up Node.

Again rotate the dummy about its Y axis.

The camera no longer flips.

/end quote

Hope this helps.

Is-boset
06-13-2003, 12:16 PM
Jed Ike, you are a master. thanks a lot for your help, so now when the target camera pass trougth the horizon. flips the camera, but not for the zenith.

Thanks to everyone :thumbsup:

EricChadwick
06-13-2003, 02:05 PM
Just use a Free Camera. You just have to compensate for its tendency to roll. But no flips.

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