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Ack!.....Camera follow path without jerks and jitters...?
show user profile  Dr. Jim
OK....as far as I know, there are 2 basic ways to have a camera follow a path....

1) Use pathdeform - which causes jerkiness around the 'path vertices'...and such

2) Use path constraint controller,....which doesnt have as much jerkiness....BUT still pops when it passes over vertices! This controller is great for objects,...but when used on cameras...the slightest pop is very noticable!

Note: I have tried various spline interpolation options,.....adaptive, optimized, setting the spline steps up to 100. I have tweaked the damn vertice bezier handles to no avail. I HAVE tried all kinds of dummy parenting,.....free camera, target cameras...e.tc...etc......As long as the damn spline is the source for the path......it is NOT smooth.

Thoughts?

thx

read 933 times
2/10/2009 12:37:32 PM (last edit: 2/10/2009 12:37:32 PM)
show user profile  mrgrotey
hmm not noticed that before, your not using a helix spline are you? they do have conflicts when used as paths (pathdeform in particular)

take a look at this thread regarding what I just said an see if it helps (even if its not a helix you're working with) you never know ;)
http://www.maxforums.org/thread.aspx?tid=508787





read 929 times
2/10/2009 12:40:17 PM (last edit: 2/10/2009 12:41:38 PM)
show user profile  Bolteon
oh just bake the frames and hand animate the clean up you pansy.

-Marko Mandaric



read 922 times
2/10/2009 12:45:19 PM (last edit: 2/10/2009 12:45:19 PM)
show user profile  soontekk
never ever have i baked a frame.. liek ever..

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /


read 915 times
2/10/2009 1:15:43 PM (last edit: 2/10/2009 1:15:43 PM)
show user profile  Loud
then again, you're usually baked in general aren't you tekk?


read 905 times
2/10/2009 1:38:17 PM (last edit: 2/10/2009 1:38:17 PM)
show user profile  Dr. Jim
Will check your thread Grote....
And yeah,....it is NOT a helix,...a nice smooth spline,.....when the cam hits a vertice,..there is a noticable twitch/jerk/bump.

Bolt - No.


read 901 times
2/10/2009 1:48:11 PM (last edit: 2/10/2009 1:48:11 PM)
show user profile  nmesho
try converting to editable spline and adding a normalize spl. modifier and tweak the seq length, you can also convert the camera path to a trajectory and then collapse, which will allow to fine tune the path motion as a trajectory and will smooth things out a lot.
read 869 times
2/10/2009 5:24:22 PM (last edit: 2/10/2009 5:41:49 PM)
show user profile  reeves1984
use nurb curves instead of splines, think that is good

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 866 times
2/10/2009 5:26:46 PM (last edit: 2/10/2009 5:26:46 PM)
show user profile  Dub.
add a normalize spline modifier.

[edit]
Damn.
Sorry I can't read obviously ^^^


read 847 times
2/10/2009 8:05:38 PM (last edit: 2/10/2009 8:06:17 PM)
show user profile  Dr. Jim
wow

Thanks guys!

I am eperimenting with both these concepts,....NURBS seems to offer the most promise for me.
I think the problem is that my initial path is kind of odd to begin with,...so anything I make from that inherits the oddness.

Essentially I have a 3D spline that curves around and down in a nice swooping spiral type way.
This path was used to deform a brick path.
Now, I need to use this path to control the camera to 'fly down' the brick path....
But, like I said,...the path initially (I fear) is not the smoothest, nices path.....looked fine to make the brick path from,...but not so fine for cam control.

thanks again..........


read 821 times
2/11/2009 6:53:43 AM (last edit: 2/11/2009 6:53:43 AM)
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