![]() |
|
|
|
#1
|
|||
|
|||
|
Hi,
I had look into it.. and now I know why it didn't work in the first place. I was missing a funtion to generate the control point also I didn't specify time, that's why Vizard was complaining about missing arguments. I will look into viewpoint tutorial later. Thanks for pointing out where I went wrong! Regards, Iwan |
|
#2
|
|||
|
|||
|
Hi,
I got the script working with lots of tweaking. The value of x, y, z in Blender translates as x, z, y in Vizard. With my control points in OSG format I have to make it as x, -z, y in vizard, with other format.... different xyz coordinates. It runs. It works fine. Now in my huge environment, I have 1200 control points that the camera will have to go though. I used viz.CUBIC_BEZIER and viz.BEZIER but none of them give me smooth curve results. It seems like at every single control points the camera tends to jerk a little bit before moving to the next control point. i.e between point 1 to point 2 the animation is smooth, but by the time it hits point 2 the camera angle move quickly to the direction of point 3. This quick movement doesn't blend from the previous camera orientation smoothly. Is there another method to get a smoother result? perhaps cubic_bezier on top of cubic_bezier? Thank you, k_Iwan |
|
#3
|
|||
|
|||
|
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 |
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|