We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Camera look at “Target Object/Point” conflicts with “Min Dist/Max Dist”

Home Forums Puzzles Camera look at “Target Object/Point” conflicts with “Min Dist/Max Dist”

Tagged: , ,

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #46173

    The orbit-camera with limited distances smoothly changes the target via “Camera look”-puzzle, over the period of time as expected. But when the distance is already at its limit, and the new target object is closer/further away, the camera jumps into the new limits, instead of smoothly adjusting the distance. How can I avoid the jump?

    Thanks for your support and best regards!

    Licht und Schatten Rendering GmbH
    Studio für Rendering und Animation

    #46180
    xeon
    Customer

    Cameras are tricky. They are never where you really think they should be at least in my opinion.

    So for the sake of discussion….lets imagine a circle that it centered at 0,0,0 and has a radius of 10 units. This circle represents the maximum constraint of the camera. Lets add a second circle with the same origin and with a radius of 5 units. It will act as the minimum constraint. Laid over each other this looks like a flat donut where the active region of the constraint is from 5 to 10 radial units.

    If you tween your camera to any point within the constraints the camera will move tween accordingly. The problem I think you are having is when the user navigates to the edge of the min or max radius and then selects another point within the defined region of 5 to 10 and you get a jump vs a smooth transition. If this is the case, you will want to disable Zoom. Zoom will allow the camera to move outside the 5 to 10 radius and when you tween to the next point the camera will jump.

    Conversely, if your camera is at the limit, lets say 10 units and you need to tween the camera to 11 units or less than 5 units…this will cause the camera to jump. You would need to disable the constraint before the move to prevent the jump.

    Hope this helps.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #46207

    Hej xeon, thank you for all the input.
    Maybe it would be a nice feature if the code behind “Camera look” puzzle would automatically recognize when/if the limits “Min Dist/Max Dist” get exceeded and smooth the transition of the cameras position (distance) in these cases.
    Anyways, in my usecase right now, I dropped the concept of using the “Camera look” puzzle. Dont want to disable “Zoom/Distance” option for users.
    I emptied the “Target Object” selection in the Verge3D tab of the camera in blender. Instead, I added a “Track to” constraint at the camera and animated the target that’s beeing tracked.
    Works fine so far.

    Best regards!

    Licht und Schatten Rendering GmbH
    Studio für Rendering und Animation

Viewing 3 posts - 1 through 3 (of 3 total)
  • You must be logged in to reply to this topic.