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.
