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| Keeping 3D layers oriented upright |
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Sat, 20 Oct 2007 10:44:52 -070 |
In this first example, both layers rotate in 3D space like normal.
<http://photobucket.com>
This second example is using Dan's formula to keep the triangle facing the
camera
fromPoint = thisComp.layer("Camera 1").transform.pointOfInterest;
atPoint = thisComp.layer("Camera 1").transform.position;
lookAt(fromPoint, atPoint);
<http://photobucket.com>
Looks great, but the triangle still has Z rotation. How to do I keep a layer
always upright as seen in the third example (which was hand keyframed)?
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| Re: Keeping 3D layers oriented upright |
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Sat, 20 Oct 2007 13:56:42 -070 |
Hmmm.... Where did you get the expression? It doesn't look right for this
application. Can't imagine why the camera's POI would show up in there.
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| Re: Keeping 3D layers oriented upright |
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Sat, 20 Oct 2007 15:02:56 -070 |
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| Re: Keeping 3D layers oriented upright |
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Sun, 21 Oct 2007 11:58:38 -070 |
I'm not sure how you're moving your camera but if you want to take a look at
this <http://www.hottek.net/samples/ComplexCameraMove.aep> project you may
get a better idea about how to move the camera in complex paths.
As for your rotation problem I think you want to use this expression on the
triangle layer's orientation property
angle = toWorld(anchorPoint) - thisComp.activeCamera.toWorld([0,0,0]);
correction = radiansToDegrees(Math.atan2(angle[0],angle[2]));
x = value[0];
y = value [1] + correction;
z = value[2];
[x, y, z]
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