Free rotation key cams

Post your suggestions here
Post Reply
MOTOZ293
Posts: 3054
Joined: Wed Mar 06, 2013 7:17 pm
Team: Hog Heaven Racing
Location: Ohio

Free rotation key cams

Post by MOTOZ293 »

So i have a video idea, but i cant do it due to the vertical not going 360 degrees. But horizontally it rotates 360? is there a way we can get the vertical rotation change? Would that cause the camera to rotate in a diagonally? i could like to be able to do something like this
Image
Image
jlv
Site Admin
Posts: 14912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Free rotation key cams

Post by jlv »

It is possible, but you'd have to manually edit the quaternions in the keycam file. (The 4th through 8th numbers on each line.)
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
MOTOZ293
Posts: 3054
Joined: Wed Mar 06, 2013 7:17 pm
Team: Hog Heaven Racing
Location: Ohio

Re: Free rotation key cams

Post by MOTOZ293 »

jlv wrote:It is possible, but you'd have to manually edit the quaternions in the keycam file. (The 4th through 8th numbers on each line.)
something for the next snapshot?
Image
jlv
Site Admin
Posts: 14912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Free rotation key cams

Post by jlv »

I think the yaw/pitch based camera is the most natural for most situations. Are you sure you don't want to manually edit the quaternion? Even though it sounds bad with all the hypersphere stuff, it's not actually that much different from axis and angle rotations.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
MOTOZ293
Posts: 3054
Joined: Wed Mar 06, 2013 7:17 pm
Team: Hog Heaven Racing
Location: Ohio

Re: Free rotation key cams

Post by MOTOZ293 »

jlv wrote:I think the yaw/pitch based camera is the most natural for most situations. Are you sure you don't want to manually edit the quaternion? Even though it sounds bad with all the hypersphere stuff, it's not actually that much different from axis and angle rotations.
if you message me a tutaotial to start me off i can do it manually
Image
jlv
Site Admin
Posts: 14912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Free rotation key cams

Post by jlv »

Here's how to convert axis and angle to quaternion.

To make it simple, try just rotating around the x axis. That way it's just qx=sin(angle/2), qy=0, qz=0, qw=cos(angle/2).
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
checkerz
Posts: 8787
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: Free rotation key cams

Post by checkerz »

jlv wrote:Here's how to convert axis and angle to quaternion.

To make it simple, try just rotating around the x axis. That way it's just qx=sin(angle/2), qy=0, qz=0, qw=cos(angle/2).
JLV, we are talking to my buddy Zoa, not Wheels or DJ...
WellsMX524
Posts: 2106
Joined: Sun Feb 05, 2012 7:23 am
Team: Aspect Visual Co.
Location: Illinois/Wisconsin

Re: Free rotation key cams

Post by WellsMX524 »

jlv wrote:Here's how to convert axis and angle to quaternion.

To make it simple, try just rotating around the x axis. That way it's just qx=sin(angle/2), qy=0, qz=0, qw=cos(angle/2).
Exactly.
Wahlamt
Posts: 7934
Joined: Mon Sep 13, 2010 3:15 pm
Team: MLG Compton
Location: Sweden
Contact:

Re: Free rotation key cams

Post by Wahlamt »

checkerz wrote:
jlv wrote:Here's how to convert axis and angle to quaternion.

To make it simple, try just rotating around the x axis. That way it's just qx=sin(angle/2), qy=0, qz=0, qw=cos(angle/2).
JLV, we are talking to my buddy Zoa, not Wheels or DJ...
I'm usually in the same boat in scenarios like these hahahaha
MOTOZ293
Posts: 3054
Joined: Wed Mar 06, 2013 7:17 pm
Team: Hog Heaven Racing
Location: Ohio

Re: Free rotation key cams

Post by MOTOZ293 »

Wahlamt wrote:
checkerz wrote:
jlv wrote:Here's how to convert axis and angle to quaternion.

To make it simple, try just rotating around the x axis. That way it's just qx=sin(angle/2), qy=0, qz=0, qw=cos(angle/2).
JLV, we are talking to my buddy Zoa, not Wheels or DJ...
I'm usually in the same boat in scenarios like these hahahaha
yeah im not gonna lie, i have no idea what the FUCK i just read hahaha
Image
SKlein
Posts: 376
Joined: Mon Mar 16, 2015 7:08 pm
Team: Evergood
Location: MN

Re: Free rotation key cams

Post by SKlein »

MOTOZ293 wrote:
Wahlamt wrote:
checkerz wrote: JLV, we are talking to my buddy Zoa, not Wheels or DJ...
I'm usually in the same boat in scenarios like these hahahaha
yeah im not gonna lie, i have no idea what the FUCK i just read hahaha
Image
You're changing the highlighted numbers to account for axis tilts/adjustments, etc.
Image
jlv
Site Admin
Posts: 14912
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Free rotation key cams

Post by jlv »

Here's an example that loops the camera around the X axis. The important values (quaternion X and W) are in bold.

511.9393 7.2300 352.4422 0.0000 0.0000 0.0000 1.0000 110.00 1000
511.9393 7.2300 352.4422 0.7071 0.0000 0.0000 0.7071 110.00 2000
511.9393 7.2300 352.4422 1.0000 0.0000 0.0000 0.0000 110.00 3000
511.9393 7.2300 352.4422 0.7071 0.0000 0.0000 -0.7071 110.00 4000
511.9393 7.2300 352.4422 0.0000 0.0000 0.0000 -1.0000 110.00 5000

The first 3 numbers are the camera X, Y and Z coordinates, the next four are the rotation, then FOV and time in 1/128 tics. You should be able to position your camera, then replace the rotation numbers with the numbers from the example above to make it loop over.
checkerz wrote:JLV, we are talking to my buddy Zoa, not Wheels or DJ...
If it were DJ or Wheels I'd have gone for the full hypersphere explanation! Actually they might have to explain that one to me...
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
onefoureight
Posts: 924
Joined: Sun Dec 23, 2012 2:54 am
Team: Not Splitfire
Location: Shit Posting Capital of the world

Re: Free rotation key cams

Post by onefoureight »

jlv wrote:Here's an example that loops the camera around the X axis. The important values (quaternion X and W) are in bold.

511.9393 7.2300 352.4422 0.0000 0.0000 0.0000 1.0000 110.00 1000
511.9393 7.2300 352.4422 0.7071 0.0000 0.0000 0.7071 110.00 2000
511.9393 7.2300 352.4422 1.0000 0.0000 0.0000 0.0000 110.00 3000
511.9393 7.2300 352.4422 0.7071 0.0000 0.0000 -0.7071 110.00 4000
511.9393 7.2300 352.4422 0.0000 0.0000 0.0000 -1.0000 110.00 5000

The first 3 numbers are the camera X, Y and Z coordinates, the next four are the rotation, then FOV and time in 1/128 tics. You should be able to position your camera, then replace the rotation numbers with the numbers from the example above to make it loop over.
checkerz wrote:JLV, we are talking to my buddy Zoa, not Wheels or DJ...
If it were DJ or Wheels I'd have gone for the full hypersphere explanation! Actually they might have to explain that one to me...
Looks like something fun to play around with, Thanks JLV
2015 Australian Supercross 450 champion | rF Villain | Wolf Pack Racing Leader | CBL Gaming
Post Reply