Hi,
when i apply the expressions
lookAt(thisComp.activeCamera.toWorld([0,0,0]),position)[0] to the X rotation in CC Sphere
lookAt(thisComp.activeCamera.toWorld([0,0,0]),position)[1] to the Y rotation in CC Sphere
lookAt(thisComp.activeCamera.toWorld([0,0,0]),position)[2] to the Z rotation in CC Sphere
it seems to work fine at first, but when he camera goes too far in Y Space, the rotation snaps
how do i fix this?
thanks!
CC Sphere camera-rotation "Bug"
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- Posts: 47
- Joined: July 14th, 2008, 12:19 pm
- Location: The Netherlands
Here ya go, its pretty weird...
- Attachments
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- CCSphereExpresionSAYWAAT.zip
- (1.52 MiB) Downloaded 1902 times
I saw it.
It's not the expression's fault... It's not a bug.
The problem is the orientation of the camera in respect to it's anchor point. That is what's making the twist.
If you'll put a 3d solid below the sphere you will see that this solid would do the same weird twist rotation...
You could also see it if you choose the camera and watch it in a Custom View (F11).
That's not because of the large Y value. It's because you go from a negative to positive Z and Y, which makes the camera flip.
I don't know what's the final effect you want to create, but I would try changing the animation of the camera
(maybe change the keyframes, or use the Null parenting technique and rotate the null).
Koby.
It's not the expression's fault... It's not a bug.
The problem is the orientation of the camera in respect to it's anchor point. That is what's making the twist.
If you'll put a 3d solid below the sphere you will see that this solid would do the same weird twist rotation...
You could also see it if you choose the camera and watch it in a Custom View (F11).
That's not because of the large Y value. It's because you go from a negative to positive Z and Y, which makes the camera flip.
I don't know what's the final effect you want to create, but I would try changing the animation of the camera
(maybe change the keyframes, or use the Null parenting technique and rotate the null).
Koby.
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- Posts: 47
- Joined: July 14th, 2008, 12:19 pm
- Location: The Netherlands
aaaah, i see of cource
i've been playing around trying to make it work for only X and Y, so the Z rotation doesnt get affected by the camera
Can anyone give me a hand with that?
Thanks!

i've been playing around trying to make it work for only X and Y, so the Z rotation doesnt get affected by the camera
Can anyone give me a hand with that?
Thanks!