i've got another file uploaded with a really complex camera move (its
a Matchmoved sequence)

http://groups.google.com/group/away3d-dev/web/Tracking.zip

I tried to use camera.roll() this time (as it's similar to bank in
cinema 4D) but unfortunetly didn't work :-(

thanks for looking into this, much appreciated! :-D

On May 11, 6:51 pm, Andreas Engstrom <[email protected]>
wrote:
> Thanks for those files, that comparison makes it a lot more clear to  
> see what is going on (and hopefully a solution easier to find also) :)
>
> On 11 May 2009, at 13:02, mc wrote:
>
> http://away3d-dev.googlegroups.com/web/no+Banking-Banking.zip?gda=8Y7...
>
> 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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