View Full Version : Soooo.... No 360???

07 July 2005, 07:56 AM
I went to create a camera that rotates in a 360 (a full 360 degree turn)
yet the numbers don't add up?
What's the scoop?
I thought when you rotate something in a complete 360 degree turn,
the value should show (duh) 360, right?
but alass, apparently this is not true?
It looks like they use some sort of numbers that don't make sense?
A complete turn came out to (and this was just guessing) 130 degrees!

What the heck!?

What numbers do they use with this program anyway?
I placed a camera in the center of a hill and rotated it a complete turn,
but it doesn't come out to 360 at all!


I'll figure it out later, but just thought I'd bring this up,
just in case someone else has already found this strangeness out?

Anyway, :)

07 July 2005, 08:28 AM
OK, maybe some kind soul can just point me to where to find the
info on how to make a camera do a rotate in a 360 heading?

It's late, and I'm probably too tired to deal with this fun tonight LOL

Guess I'll be digging into the old manual tomorrow again.
But some of these things, sure make me see why some people don't like the way the camera works.
Cuz it shouldn't be this difficult to figure out, without having to read up on it in the manual.

Anyway, thanx and sorry if this is some sort of obvious :)

07 July 2005, 05:11 PM
After setup your scene. Open up the time line, rotate the camera 90 degrees in one second. In the world browser it’s the one with the ruler second one ‘Orientation’ – Role. Change role by 90 to make it perfect. Now add one more second and move camera 90 degrees and change role again. Do this four times.


07 July 2005, 06:46 PM
Only 2 keys. IN THE TOP VIEW, Change the position of the pivot and then turn the camera.
Go to the link. You see a capture.
Have fun.

07 July 2005, 07:29 PM
yeah Phoul got it perfect there, thanks for sharing :)

07 July 2005, 07:41 PM
OK, thanx guys, I'll give those a try.

Though that picture sample wasn't what I was trying to do, but at least it might help.
They show it rotating the whole camera around a center point, where what I want,
is like the camera is on a tri-pod and you simply turn all the way around back to
where it was at the start.

I'd "see" the camera spinning around on it's axis in the top view,
so I assumed it was doing what it should be doing.
First, I would move the time line slider all the way over to 10 seconds.
Then I'd rotate (from top view) the camera, to make sure it's really turning
the way I want it to on the axis I want it to.
And then I'd look at the thing and the numbers didn't add up to 360 in the
panel to the upper right, but some other number that wasn't right at all!
Oh, and it wouldn't play back the way I just set things up, was of course, the main issue.
Meaning, it'd either just sit there and not spin around at all, or it'd only barely turn a few degrees.

But, it was getting late and I was tired, so I'll have more time to examine
just what the flip I was missing last night, today.

I'll let ya know how it turns out.
I just wanted to render out a short little animation just to try it out and see how it looks :) :)
P.S. I can see also, that I need to check out this Renderosity site a lot more.
I already have it book marked, but just haven't been over there that much.
I was spending more time there BEFORE I got Vue, then I am now!

07 July 2005, 07:51 PM

07 July 2005, 12:28 AM
use the same approach as phoul showed you in his example, it works for what you want to do aswell, the only difference is that you dont turn the camera 360 facing inwards, you do it facing 360 outwards, other then that it´s the same approach.

if not then im to tired to understand what you want to do aswell :)

07 July 2005, 09:59 AM
Hey Mark.

I've dabbled in Lightwave for 10 years and bought Vue just some months ago. And I'm happy to see a familiar face here in this forum.
When I rotate the camera as you describe I find "Angle of rotation" in the bottom of the screen, to the left. And it says 360' for one full turn. I miss the option to enter it numeric as I can in LW, but then again I'm just a dabbler so it may well be an option I've yet to discover.


07 July 2005, 04:29 PM
Thanx guys, and I'll give that a try, as you suggest.
And I love the bug-eyed smiley, too funny! :)

And nanaboso, thanx, and I feel the same way when I find a fellow LW'er here as well :)
And I too, was thinking I could just input the numbers just like we do in LW,
and have the 360 automatically work, with no big hassles?
Maybe it's true that you can, I still haven't had the chance to get back and test it out yet.
I keep being too busy latey to get to spend very much time with any of my new programs,
other then a few times a week, so it takes a bit before I can try something out.

Anyway, that's why I find it a bit funny (in a sad way) that someone had to actually
go to the trouble of posting up a screen shot and a whole bit on how to set up
something as simple as a simple rotation of the camera, in to a forum to show people
how to accomplish such an incredible feat as rotating the camera LOL
No offence meant to e-on or anything like that, BTW, just pretty bad when people
have to be shown how to do such a basic thing as a 360 rotation, that's all.
I would of thought, that a simple, move timeline slider to the frame you want to create a new keyframe at.
Then rotate said camera, preferably by simply inputting + or - 360 (for the rotation direction)
and then you have your new keyframe setup and you should be ready to go!
Apparently this isn't the case, from what I'm seeing from this thread, no?

I'm of course hoping that I'm :)

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