Thx. Never used a formula to generate a spline before. Didn’t realize it was that easy.
Here’s the result:
9539_editabletrefoil.c4d.zip
Working great with camera inside following spline except:
1) The only way I could figure out how to make it loop was to put keyframes on first frame, and one frame beyond last frame. Did this for camera, for camera target (null 7% ahead on spline), and light source (15% ahead on spline) It’s not quite working, though. Even after I open up the f curves and make sure they’re exactly on right values, and set to constant velocity, there’s still a jump at the loop point. This is much worse for the other objects that were offset from 0 starting point since the program really doesn’t seem to like looping from a negative value,or to one over 100%.
Is there a better way to handle this? One that is more flexible? If I just want to speed or slow the animation at this point, it’s going to be a bit of a hassle as is.
2) I thought the rotations would be smooth, but they actually seem rather sudden. I see that the camera uses hpb rotation coordinates while following the spline, and that the bank value does not change. Is there perhaps a way to set some sort of formula for the bank to even it out… for instance so that if you swept the spline with a square, you could always have a certain side facing down? (at least from the perspective inside the knot)
3) Still trying to figure out how I can apply textures in After effects. Just not seeing that option anywhere, and I’m trying to wrap it with images that are dynamically created inside AE.