Forum Replies Created

  • I can’t quite seem to get this to work. Even if I use a null to change the orientation of the whole scene, the camera retains its HPB coordinates, which always jump the 0, 360° boundary. Parenting the camera to a null does not zero out it’s orientation values. (For some reason, it’s only H and B that jump from 1° to 359°, say. P goes into negatives, as I wish the others would.)

    In the timeline, I can easily select all the keyframes that need to be adjusted by -360°. Is it possible to adjust multiple keyframes by a certain value at once? I know I can do it by dragging them, but that’s not nearly exact enough. I can also just type a number into the Key Value under Key Properties, but that moves all keyframes to that value. I want to adjust them all by a certain amount. Like, I wish I could type into Key Value something that subtracts a value of 360 from all keyframes, keeping them relative to each other. Seems like this should be possible.

  • Thanks,

    I was afraid something like this would be my only option. It’s only a 10 second shot with two jumps across the boundary, so it shouldn’t be too tough, but I was really hoping that this integration between the programs would make future projects like this a breeze.

    Thanks though!

    -Andrew

  • UPDATE!

    I think I’ve discovered the problem, but still don’t have a fix:

    Watching the coordinates of the 3D Tracker Camera in C4D, I’ve discovered that the H rotation coordinate jumps from .0007 degrees one frame, then to 359.845 degrees one frame later–a change that looks seamless to the eye, but in essence is whipping the camera around 360 degrees in one frame, an issue revealed only by adding motion blur. Now I think this post should be posted in the After Effects forum, because that’s clearly where the problem lies.

    Has anyone else had this problem with AE’s 3D Camera Tracking exporting unreliable or non-adjacent coordinate data, and if so, is there a fix?

    -Andrew

  • Andrew Matthews

    July 9, 2012 at 9:58 pm in reply to: Basic motion “jumps” in AE

    Thanks for your input, but that’s really not the case. I’ve completed RAM previews, rendered out to different ProRes codec at different resolutions, with no difference. It seems that there’s just something about this particular movement that confuses AE.

    In fact, I’ve since tried some different tactics, and it seems to have something to do with the Venetian Blinds effect. Whenever I try to apply motion to a solid with a Venetian Blind effect, I get these jerks and jumps. I’ve got a lot more complicated motions and effects going on elsewhere in the project, and they render fine. What’s up with Venetian Blinds??!!

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