Help & Feedback
Work in progress
Indespensible MaxScripts, Plugins and 3rd Party Tools
The allmighty FREE Resources Thread !
The Life of a Sea Turtle - Tutorial by mrgrotey
Maxforums member photo gallery index
Maxforums Member Tutorials
three cheers to maxforums...
101 Things you didnt know in Max...
A Face tutorial from MDB101 :D
Maxforums.org Members Gallery
SON OF POST YOURSELF
Dub's Maxscript Tutorial Index
Maxunderground news unavailable
Making planes face the camera when it moves
So following on from the thread where i asked about getting 2d animaed people to use ina walkthrough...
So what I need to learn to do now is once i've placed the relevent planes throughout the building, i'll need them to always face the camera given that they are simply 2d planes.
The only way I know to do this is to basically do it manually, but I know there will be methods which will make it a bit more automatic, though having never done anything like this before i'm a bit in the dark.
Can anyone point me in the right direction as to what modifiers i need to play around with to get this to work?
read 757 times
3/17/2010 5:01:43 PM (last edit: 3/17/2010 5:01:43 PM)
Joey Parker Jr.
Look-at-constraint. You would use the motion panel and link the plane to the camera.
read 755 times
3/17/2010 5:04:34 PM (last edit: 3/17/2010 5:04:34 PM)
Youre a star!
Even easier than I imagined.
read 750 times
3/17/2010 5:08:13 PM (last edit: 3/17/2010 5:08:13 PM)
the only problem with this method is that the plane will tilt up/down to look at your camera direectly rather than just facing towards it parrallellellellelly.
If you find this problem and need it only to spin around to face the camera place a dummy directly below the camera and at the exact height of all the planes (make sure all planes have the same pivot point height) then link the dummy to the camera but not letting it affect the z axis.
read 732 times
3/17/2010 5:58:58 PM (last edit: 3/17/2010 6:39:44 PM)
A variation on Grotey's method (so you don't have to worry about the planes' heights) is to create a dummy for each plane, align it to the plane's pivot, link the plane to the dummy (and disable inherit rotate X and Y) and add a lookat constraint to the dummy with the camera as its target.
read 721 times
3/17/2010 6:24:15 PM (last edit: 3/17/2010 6:24:15 PM)
Joey Parker Jr.
All good points. However, since they are planes any camera angle that gets too high will
expose their 2d-ness.
read 706 times
3/17/2010 7:18:04 PM (last edit: 3/17/2010 7:18:04 PM)
There is a script that'll do this quite nicely....however I'm at work and don't have time to find it right now.
read 695 times
3/17/2010 7:50:01 PM (last edit: 3/17/2010 7:50:01 PM)
Thanks guys for the help.
Joey, dont think that should be a problem as the camera will only ever be at eye height
read 684 times
3/17/2010 8:20:56 PM (last edit: 3/17/2010 8:20:56 PM)
Here's a free plugin:
read 679 times
3/17/2010 9:07:00 PM (last edit: 3/17/2010 9:07:00 PM)
Open chat window