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Smoothing the rotation while using auto-orient
Hi everyone!
I’m working on a series of animations demonstrating bicycle maneuvers. They are all from a top view, and I’m really ust animating sprites. I’ve set the bike to auto-orient, but it looks strange when the bike hits a keyframe (and goes from moving straight to curving), it doesn’t smooth into the rotation like I want it to.I’ll put it another way for any math people:
When the bike hits a keyframe, going from moving in a straight line to moving in a curve, the bike’s rotational velocity jumps from 0 to some positive value. I want it to smooth from 0 to the positive value.Now there are two ways I can see doing this. One is to tweak the position keyframes so the rotation velocity does not jump. I have had no luck with that at all. The other is to smooth the rotation with expressions. How can I do this? I already have code that calculates the biker’s rotation (since auto-orient is on). I’d love to calculate an offset for the first 5 or 10 frames which will smooth the rotation by cancelling the change in rotation out to lesser and lesser degrees through the 5 or 10 frames. In other words, kinda preemptively ramping into it.
Thanks in advance for any and all help you can offer. This one has been driving me mad!
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