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Camera Snapping after “Look at”

Home Forums Puzzles Camera Snapping after “Look at”

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    I’m using the Puzzle “tween camera to: position of “Metaball” look at “Object” in 4 sec” to move the only camera in the collection to specific metaballs that have been placed in front of corresponding objects.

    This works fairly well, but the camera “snaps” at the end of the 4 seconds to each object. I’ve been playing around with different settings for the camera in the Verge3D settings inside of Blender, but I haven’t found how to eliminate the snapping. I have noticed this behavior changes depending on the location of each object’s origin.


    After some trial and error I have found that if the default setting of “Orbit” in the Verge3D Settings inside of Blender’s Camera Settings is changed to “Flying”, it resolves the camera snapping behavior, but it also removes rotational limits and the ability to move the camera around the collection’s center.

    I’ve tried the other options for Controls from the pulldown menu, and Orbit provides the desired control, but the camera snapping is something I will have to fix in order to meet my client’s request for interface behavior.

    Any tips that you could provide to remove or greatly reduce camera snapping would be greatly appreciated.



    Orbit cameras have different limits that can interfere in a procedural animation (such as tweening). In your case horizontal, vertical or distance limits may snap the camera to a different location.

    If you share an example where this issue can be reproduced we can check what exactly happens with the camera.

    Co-founder and lead developer at Soft8Soft.


    Sure thing. I’m in the middle of revising my .blend file and Puzzles to make everything cleaner and more organized. I can provide a link to the published file, but I’d rather get that to you outside of forums as my client is confidential.


    I can provide a link to the published file, but I’d rather get that to you outside of forums as my client is confidential.

    We provide private support only as a part of a techincal support plan or for enterprise customers. But you can try to isolate that issue in a simple test case and post it here. Most likely, it’s related to the camera limits, positions of certain objects and the puzzles that run procedural animation.

    Also, the vertical and horizontal rotation limits are calculated in the world space regardless of the camera’s orientation. For example, the default values for the horizontal limits are 0° and 360° degrees which means no restrictions at all. But if you change it to something like 50° and 250°, then the camera won’t be able to move/rotate into the sector which lies outside those limits. Unless you tween the camera to such position. But then it will be snapped towards a limit after the procedural animation ends.

    So, if you’ve changed the rotation limits on the camera, then that’s probably the cause of the issue.

    Co-founder and lead developer at Soft8Soft.


    Would you be ale to provide a link to pricing for a technical support plan? I don’t think the bean counters will let me upgrade to enterprise right now. Thank you.


    Here’s the link: https://www.soft8soft.com/product/verge3d-tech-support-and-consulting-plan/

    Co-founder and lead developer at Soft8Soft.


    Thank you for the link. We will keep tweaking our file and if our best effort is unacceptable to our client, then we will proceed with this option.

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