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tarangs

What if one of the components need to be slower(for example maybe rotation needs to be slower then the z value change), should this be done by appropriately keyframing the animation? Also, the interpolation dynamics(similar to the midsem question) will play a role in deciding the keyframes as well, right?

keenan

@tarangs Sure, you can have different keyframes, values, etc., for any channel. You can also break things down differently. E.g., you could write your camera path as

$$f(t) = (\cos\theta(t),\sin\theta(t),z(t))$$

if you wanted to (where now you just have two functions, $\theta$ and $z$, rather than three, each of which is keyframed and interpolated however you like). You control the math; you decide what happens. :-)

graphicstar11

I didn't know that camera paths are also implemented with splines but it makes sense to get that smooth and natural motion of the camera