Hi there

yeah i had already swapped the X & Y rotations in my first test.

this worked fine. but as soon as I rotate about the Z axis it doesn't
seem to work.

What I realised is that a Z-rotation of the camera in Away, doesn't
rotate about the Z-axis like "Bank" in Cinema Does.

the closest to "Bank" in cinema is roll() but roll sets a relative
value as apposed to an absolute one.

thanks for looking into this! :-)

cheers

On May 10, 4:16 pm, Andreas Engstrom <[email protected]>
wrote:
> 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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