I need to understand what's going on on my animation.
I tried to make an animation of a camera switching to front view to bird view of a snow man.
Everythings go well, except in the last frame of animation, the camera changed angle!? Like it had rotated on itself (you can see it by the shadow changing place)
What happened and what should I do to correct this?
there are a couple of ways you can do this; easiest by far: don't rotate the camera, rotate the snowman easier: change the pivot position of the camera to z=-1. this will stop the camera from crossing the y plane (which makes it rotate). animate the snowman to move from frame1:z=0 to frame20:z=-1 harder: change the target camera to a free camera. set it's position to (x=0,y:0,z:6) then goto frame 20 and set it's position to (x=0,y:6,z:0) and rotate it 90 degrees to point towards the snowman again. use the beizer handles on the animation path of the camera to make a quarter circle path.
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
The easier was the best solution for me since the easiest only rotate the object (not the lightning effect)
I wonder why it does this, I can't explain why but I think there's a logic explanation behind this because I think I ran into a similar problem in 3DSM.
when the (targeted) camera's position rotates past the camera's pivot position it will rotate. so if the camera's z position is 2 and the pivot's z position is 0 then when the camera's z position approaches and passes zero it will attempt to rotate the camera. this will happen along all axis. note that this does not happen with free cameras.
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro