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
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?
@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. :-)
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