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Alain <kua### [at] videotronca> wrote:
>
> Why don't you use a spline to move the camera. You set the control
> points according to where you want the camera to be at a given time. If
> the control points are far apart, the amera move fast, if they are close
> toggeder, the movment is slow, and if there are coincident points, the
> camera stops.
>
Yes, a spline is useful for doing as you say, and produces nice smooth movement.
In most of my own animations, though, I use clock values (or frame numbers) with
some math. Just a personal preference, I guess. It seems easier to control, in
a more precise way. With a spline (an easy-to-use natural spline, for example)
if you change or move a control point, it causes the curve there to change in a
not-so-intuitive way (based on the control points to either 'side' of it.) Which
may or may not produce the exact effect you're trying to get. Using just clock
values instead, I can start a camera movement precisely where I want in the
animation, without wondering if the movement is actually going to start several
frames behind or ahead (as might be the case with a smooth spline.)
However, I do imagine that adding several identical spline points close together
could probably solve that--'breaking' the curve there, or uncoupling it from the
previous control point. It's not as 'intuitive' as I would like, but I'll give
it a try.
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