keyframing problem
Hi,
it''s about 3ds-keyframes.
after having learned which chunks are important and having loaded
them, i have many many problems with the rotation.First: How do
i know whether i have to interpolate or whether it just makes a jump.
I mean when i have the first rotation at frame 50 which rotates an object let''s say 50° how do I know whether i should rotate
it 1° per frame or not until the 50''s frame and then for 50°.
That was the first problem.
The next problem is the rotation itself. Around what have i to rotate. I have the rotation_radius, and the axis, but what''s the center of the rotation ? So how do I use this information to rotate the object.And what''s the pivot point ?
Is there perhaps a good tutorial on keyframe-animation.
''taking breath''
So that were two of mine problems.
I hope I could explain what I mean - that''s really f*****g(do i have to make this stars ?)hard in another language. And hope this questions weren''t to stupid.
bye
www.wotsit.org
Check that URL and see if they''ve got some information on the 3ds file format...
I have little/next to no experience with 3ds files, however I am aware that 3ds files store rotations in quaternions (I think... I''m sure I''m not making that up and I read it somewhere I just can''t think where...). Good luck with the quaternion research
-------- E y e .Scream Software --------
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Check that URL and see if they''ve got some information on the 3ds file format...
I have little/next to no experience with 3ds files, however I am aware that 3ds files store rotations in quaternions (I think... I''m sure I''m not making that up and I read it somewhere I just can''t think where...). Good luck with the quaternion research
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-------- E y e .Scream Software --------
----------------------------------------
/-\
http://www.eyescream.cjb.net | * |
\-/
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Hi,
thanks for your reply. The tutorials from wotsit.org do i have,
unfortianetely do they only describe how to get the information,
but not what to do with it ( ok that''s my problem). There''s one
tutorial called "splines.txt" that says something about the rotation etc.. but that''s a little bit above my level. I hoped there would be an easy way.
bye
thanks for your reply. The tutorials from wotsit.org do i have,
unfortianetely do they only describe how to get the information,
but not what to do with it ( ok that''s my problem). There''s one
tutorial called "splines.txt" that says something about the rotation etc.. but that''s a little bit above my level. I hoped there would be an easy way.
bye
I''d guess that between different key values you''ll have to interpolate..
A "jump" is probably coded as two consecutive keys with different values, without frames (or time) in the middle, so that interpolation would effectively give the "jump" needed.
If it works this way (not sure), interpolation is the way to go at all times.
On the other question on the pivot point: The best way to be sure is to load up 3ds3 or 4, and make some tests.
You should be aware that object positions may depend on the position of other objects, and if I recall correctly, the rotation may be inherited independently of other relationships...
A "jump" is probably coded as two consecutive keys with different values, without frames (or time) in the middle, so that interpolation would effectively give the "jump" needed.
If it works this way (not sure), interpolation is the way to go at all times.
On the other question on the pivot point: The best way to be sure is to load up 3ds3 or 4, and make some tests.
You should be aware that object positions may depend on the position of other objects, and if I recall correctly, the rotation may be inherited independently of other relationships...
This topic is closed to new replies.
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