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#12
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Okay, we did something to smooth out our path animation with "<path>.autorotate" enabled.
It was like this, create a path that composed of lots and lots of nodes (as required), attach camera and a quad/polygon (make this invisible later) on the same path. Then, during animation play, get the quad to run about 1-3 nodes/control points in advance before the camera animation starts. and set the camera to "lookat" the quad. ![]() the only drawback is... after 1st or 2nd lap, somehow the quad is behind the camera therefore, going backwards. A coding problem from our end, I'm sure. anyway... hope this helps anyone who's working out with path animation. Regards, Iwan |
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