http://away3d-dev.googlegroups.com/web/no+Banking-Banking.zip?gda=8Y7dLUgAAAAYhYXNZX0a6MjIWNdKu2YqMhqW8PWpczPOk0w7zUE6UGafeltOZoS2xoSGBBVtbOHX-2uOCCpyWy21PUofZtoQGjVgdwNi-BwrUzBGT2hOzg

cheers

On May 11, 12:18 pm, Andreas Engstrom <[email protected]>
wrote:
> Link? :)
>
> On 11 May 2009, at 11:35, mc wrote:
>
> i've uploaded a file that will illustrate the problem better "no
> Banking-Banking.zip"
>
> cheers
>
> On May 11, 10:25 am, mc <[email protected]> wrote:
>
> > 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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