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Tesa Demiur

Camera path issues .

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Hi Vertex,

When you get a chance let me know why did you put the expresso tag on the camera. I’ve been trying to figure it out and can’t find the answer. Myself I only dragged the Up null into the target field and fixed the camera from rotating when goes around the object. I didn’t need the second object on the spline either. I’m sure it has a good reason but I can’t see it on my own. Thanks.

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@Tesa Demiur if the camera's going round more than once, here's a little seamless looping dodge I use a lot

 

looper.png.00c910cf811eb8a757d4926fc45b24f6.png

 

modulo means count up to (but not including) and start over. Dividing this by the constant gives 0-100% repeating (actually 0 >> 1 in XP).

 

 

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Thank you Jed.

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Hey Tesa, the Xpresso tag was only the node representation of the set driven keys: Just drafted a slider using User data to to drive the Spline Path for the sake of a better interface.

It's not needed really

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@Vertex Helix Ahhh - set driver. Was going to pull your leg about the unnecessary range mapper in your scene with 1:1 correspondence ::):

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@jed haha...I wish I'd tell you I put it there just to pull your leg!!! (but no, that C4D's auto routine and spoiled it for us):lol:

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Hi Jed,

How do I go on a seamless loop using your xpresso tag? If I set the constant to 100 or 120 I like it goes really slow, but ones the cursor hits the end of the timeline the object goes back to position 0. I would like to have the object keep moving along the spline. I can have that by increasing the frame numbers to let say 1000, but how do I achieve that on a 90F. Thank you.

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The seamless loop scene was designed to loop (from zero) several times in one anim eg two and a half passes over say 200F.

 

Another way to generate any movement is by addition - adding a small value to the current position every frame. By changing the amount added, this method has a kind of 'speed control'. Due to the adding, the value sticks when you wind the anim back to zero. Most people see this as a problem, so put some kind of 'reset at frame zero' code in. This seems to be the behavior you are looking for - position value remains when timeline restarts.

 

In this file I have put a reset button in.

 

run-reset.c4d

 

Bear in mind that any scene that uses addition 'jumps' when you click in the viewport, although you can disable XP for tinkering purposes.

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Oh, this one is really nice Jed. I can adjust the speed with the control and it’s quite smooth. Thank you so much. 

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I'm puzzled about the 'carry on at 90F' business - what you up to ?

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