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Free rotation key cams

Posted: Sat Apr 28, 2018 1:27 am
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

Re: Free rotation key cams

Posted: Sat Apr 28, 2018 1:35 am
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.)

Re: Free rotation key cams

Posted: Sat Apr 28, 2018 1:38 am
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?

Re: Free rotation key cams

Posted: Sat Apr 28, 2018 1:53 am
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.

Re: Free rotation key cams

Posted: Sat Apr 28, 2018 1:57 am
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

Re: Free rotation key cams

Posted: Sun Apr 29, 2018 1:44 am
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).

Re: Free rotation key cams

Posted: Sun Apr 29, 2018 4:45 am
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...

Re: Free rotation key cams

Posted: Sun Apr 29, 2018 4:45 am
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.

Re: Free rotation key cams

Posted: Sun Apr 29, 2018 8:34 am
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

Re: Free rotation key cams

Posted: Sun Apr 29, 2018 3:01 pm
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

Re: Free rotation key cams

Posted: Sun Apr 29, 2018 10:02 pm
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.

Re: Free rotation key cams

Posted: Mon Apr 30, 2018 2:14 am
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...

Re: Free rotation key cams

Posted: Thu May 03, 2018 1:37 am
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