I have had a look at resolving this and have committed a fix on svn that should fix a problem with reversed 'bank' direction for parsed C4D cameras.

When I was looking over the parser code I noticed something I had forgotten about that might help with your issue. Switch the xml values for the camera rotations x and y and see if that helps. The parser does this automatically but since you are extracting the values straight from C4D doing that might fix it.

I also noticed that the camera rotation conversion seems to produce a slight offset when 'banking' the camera which I'm not sure why it is happening. I will look into this some more given the time but let me know how you get on in the meantime.

.andreas



On 9 May 2009, at 00:08, Andreas Engstrom wrote:


Hi.

That does sound a bit odd, I'll have a look at that. I'm wondering if it might be a case of gimbal lock (see link below).

http://www.youtube.com/watch?v=rrUCBOlJdt4

.andreas



On 8 May 2009, at 14:05, mc wrote:


Hi There,

I'm been having a bit of trouble with the away builder & Cinema 4D.

I setup a simple scene in C4D, with a cube and camera.
I then animated the camera around the cube using an animation track
and keyframed start and end positions over 90 frames (still in C4D).

I then exported the Cinema XML
I also exported a JPEG sequence to make sure the camera  i would
animate in Away 3D matched up perfectly *

The first test I did, the geometry matched up perfectly. (I had to
tweak the zoom on the camera slightly to make it match which was a
minor problem I had with it)

The second test I did was a more complex camera move. and didn't work
so well.

After many hours scratching my head I realized that as soon as I
introduced a "Bank" rotation in Cinema 4D, it went all wrong.

The values for the Away 3D camera's "rotationZ" were exactly the same
as the value for "Bank" in Cinema 4D.

I'm no expert when it comes to the working out of rotationX/rotationY/
rotationZ, and its relation to Heading/Pitch/Bank, but the "Bank" and
"rotationZ" don't seem to relate to each other directly, as it messes
up the positioning.

Am I right in thinking this? if so this may be a bug in the away
builder

Really enjoying Away 3D though :-)

*if you want me into more detail on how I did that i can, but i
basically just spat out keyframe data from Cinema using Xpresso and an
array in AS3, then drove the camera parameters by that array.


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