Free rotation key cams
Free rotation key cams
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
Re: Free rotation key cams
It is possible, but you'd have to manually edit the quaternions in the keycam file. (The 4th through 8th numbers on each line.)
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Re: Free rotation key cams
something for the next snapshot?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.)
Re: Free rotation key cams
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.
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Re: Free rotation key cams
if you message me a tutaotial to start me off i can do it manuallyjlv 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.
Re: Free rotation key cams
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).
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
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Re: Free rotation key cams
JLV, we are talking to my buddy Zoa, not Wheels or DJ...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).
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Re: Free rotation key cams
Exactly.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).
Re: Free rotation key cams
I'm usually in the same boat in scenarios like these hahahahacheckerz wrote:JLV, we are talking to my buddy Zoa, not Wheels or DJ...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).
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Re: Free rotation key cams
yeah im not gonna lie, i have no idea what the FUCK i just read hahahaWahlamt wrote:I'm usually in the same boat in scenarios like these hahahahacheckerz wrote:JLV, we are talking to my buddy Zoa, not Wheels or DJ...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).
Re: Free rotation key cams
MOTOZ293 wrote:yeah im not gonna lie, i have no idea what the FUCK i just read hahahaWahlamt wrote:I'm usually in the same boat in scenarios like these hahahahacheckerz wrote: JLV, we are talking to my buddy Zoa, not Wheels or DJ...
You're changing the highlighted numbers to account for axis tilts/adjustments, etc.
Re: Free rotation key cams
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.
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.
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...checkerz wrote:JLV, we are talking to my buddy Zoa, not Wheels or DJ...
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Re: Free rotation key cams
Looks like something fun to play around with, Thanks JLVjlv 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.
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...checkerz wrote:JLV, we are talking to my buddy Zoa, not Wheels or DJ...
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