Hi again, Chris n all.. Here is a fixed prj... Even cut one or two of my steps..=)
1. Unmapped the Camera completely from the PathLevel4 (Camera Position) 2. Dropped Camera into a Level3. MultiSelected that Level that having Camera inside it + PathLevel4 and used 'Path Tool' with Unchecked 'Rotate' option
and you have your wanted working camera fly (as your prj worked)... without flipping..
(if I will remember the actual thing that was wrong when camera flips, I will get back to you on it..but now you have a working solution anyway..)
Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D..----- Original Message ----- From: "mungenast and standley" <[EMAIL PROTECTED]>
To: <[email protected]> Sent: Tuesday, November 15, 2005 4:10 AM Subject: Re: camera path problem
Hey thanks, Stefan, Arjo and Neil!Arjo wrote:Just a wild guess, I remember I did avoid something like this (if I rememberright) 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 itstill 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 >Targetpoints with >different curves..)Stefan, 'King of Lattice Mapping" great tute as always. However, your solutiondoesn't point the camera for you. Animating the position and target pointseparately gives you great control (when it works). Would it be possible to usescripting to constrain the camera from flipping? Thanks, all. Chris
cameraflip_Workaround.r3d
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