Forum: Poser - OFFICIAL


Subject: Weird camera twitch

ockham opened this issue on Mar 06, 2011 · 6 posts


ockham posted Sun, 06 March 2011 at 8:46 PM

I don't think there's an answer for this and it's not critical anyway, but I have to vent.

I'm setting up a frame-by-frame animated pose for a roller coaster.  Most of the setting-up has to be done with the Top Camera. 

Apparently I must have moved the camera at some point without setting the key to red, because the camera was moving all over the place during the timespan. 

I noticed the key was gray, so I clicked it back to red.  Normally this sets the 'static' attribute for any camera and it stands still thereafter.  Nope, it still jerks around. 

Next I used one of my 'holdstill' pythons to remove the keyframes from the camera.  Nope, it still jerks around. 

Finally I edited the PZ3, made sure every one of the camera's parameters has 'static 1', made sure every parameter has only a key at 0, no other keys.  That should fix it!  Nope, it still jerks around.

Aaaarrrggghhh!  The top camera is possessed by Satan!

 

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rokket posted Sun, 06 March 2011 at 9:09 PM

Which version of Poser are you using?

In Poser 8, there is a check box in the properties menu named "Animate". Un-checking that will keep the camera in the same position it was in at frame 1.

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ockham posted Sun, 06 March 2011 at 10:24 PM

That's the gray key/red key I was talking about.  It's been there in all versions, and it normally does just what you say.  This time it didn't, which is why I'm puzzled!

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lesbentley posted Mon, 07 March 2011 at 1:33 PM

Make the camera visible. Load a box prop, move the prop next to the camera, use a six inch nail to nail the camera to the box! :lol:

Seriously though, that's one of the strangest things I have heard. I don' have a solution, but there is a workaround you could try. You should be able to make the Main or Aux camera fill much the same role as the top camera. Set the focal length to zero to kill the perspective. Set xOrbit to -90.0, set the other orbits to zero. Set DollyY and DollyX to zero, this puts the camera above the 0 0 0 point. Set ZollyZ 10.0 (or more, if you have a very tall item in your scene).

Use the Flat Hand camera control icon to move the camera in x or z. As for the dials, DollyX works as expected, DollyY will move in the world z direction, use scale to zoom.

Oh ye, then set the key to red, slaughter a chicken at full moon, and sprinkle its blood over your base unit, chanting  "resop, resop, resop", and prey that the same thing does not happen to your new "top camera".


Adom posted Mon, 07 March 2011 at 1:45 PM

Never had such problem myself - 1st thing I thought of was taht camera was accidentally parented to something else.


ockham posted Mon, 07 March 2011 at 2:05 PM

I thought of parenting and point-at too, but it's neither one of those. 

I got away from the problem by saving an animated pose of the coaster-car and starting a new PZ3.   Just one of those unsolved mysteries....

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