OK, so any #blenderheads out there able to help with a little camera animation problem? I've a camera moving and rotating along a path and I've already rendered over half of 2000+ frames. Now I've just spotted a glitch about 75% of the way through and need to take the camera on a little detour. I'm going to have to add some key frames close to the transition point and then reposition the camera in the later section. Any advice on this so that I don't end up with a glitchy transition? #b3d
@paulmc Paul, your anim will be identical before and after your deviation, only the frames between will be different - unless I've not understood correctly just makes keys before and after the change you want to make, make the change, and render those intervening frames, no? :)
@Holdout Hi Sam, thanks for that. I tried that but where the new frames appear I want a smooth transition. The camera never stops moving so I need to blend the new motion into the end of the old motion. I'm really tying to avoid re-rendering the whole scene. At the moment I'm rendering samples near to the transition that overlap the old frames and there is a small but perceptible jump. As I go further back the jump gets smaller. I guess I just need a longer overlap that I was hoping for.
@paulmc but you're re-rendering the same camera's viewpoint, just with a change in it's animated translation within the bounds of the affected area, no? In which case how smooth it is is simply down to the shape of your spline on the graph...? Unless I am really missing something here
@Holdout It is probably me being a bit thick about the maths involved. Take one f-curve with a few keyframes on it. If you suddenly move the right half of the key frames away from the left half and insert some new ones in the middle then the curve changes beyond the keyframes adjacent to the new section. It seems to cause a ripple through the f-curve across several old keyframes. I thought that maybe four keyframes would be enough to lock in the old motion prior to the insert but I was wrong.
@paulmc this is down to your keyframe interpolation - automatic will give you those 'bounce' frames, set your keys to clamped to stop the curve overshooting! :)
@Holdout Ahhh! I didn't realise clamped did that! You never stop learning. It is re-rendering ATM and I should have a new version by the morning. Thanks Sam.
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