Hi Chris n all..
Sorry..
but it do work.. =)
I just left out what I thought you already would have figured out..
If you did as I said.. then your previous Lattice Mapping of the Target
point of the actual camera to its path, is still there.. !
My steps only unmapped the camera position point, and Mapped the position of
the Camera instead via doing it for its parent Level..
(thats all my steps did.. and I obviously counted wrongly on that you would
do those steps on your already done prj..!.. and not do it from ground up..)
(I only also mentioned that I almost never use the way of using a path for
Position and a Path for Target.., This wasnt part of my little workaround
tut ...)
If you still dont get it to work.. I can send you your prj with my steps
done on it, that does exactly what your original prj did, but without
flipping.. !..
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
Hey thanks, Stefan, Arjo and Neil!
Arjo wrote:
Just a wild guess, I remember I did avoid something like this (if I
remember
right) by checking or unchecking the rotate in HPB option in properties.
I tried unchecking "rotate in HPB" in the camera's object prop window, and
it
still flips.
Thanks for the effort, though.
Beg-inner wrote:
>Hi Chris...
>but here is a way that work......
>(btw.. I dont normally use the method of animating the Position and
>Target
points with
>different curves..)
Stefan, 'King of Lattice Mapping" great tute as always. However, your
solution
doesn't point the camera for you. Animating the position and target point
separately gives you great control (when it works). Would it be possible
to use
scripting to constrain the camera from flipping?
Thanks, all.
Chris