Flight Path - Undo and only camera position
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Hi
I have started using the Flight Path script and have two requests:
A
Is it be possible to create a undo function ?
I use a bezier curve to controll the camera, and I often have to adjust it a lot, and have to undo the scene creation manuallyB
Is it possible for the created scenes to only remember camera postion ?Thanks
Jorgensen -
DO YOU REMEMBER WHERE YOU GOT THE PLUG-IN? YOU'LL FIND THAT MOST OF THE SCRIPT "DESIGNERS" ARE MEMBERS OF THIS SCF. PERHAPS IF YOU CAN FIND OUT WHO THE PERSON WAS, AN EMAIL DIRECTED TO THAT PERSON MAY PROVE MORE HELPFUL THAN TO WAIT FOR SOMEONE TO REPLY TO THIS POST. CHECK OUT THE PLUG-IN ITSELF, IT MAY HAVE THE "AUTHOR" LISTED IN IT.
BEST OF LUCK
BW
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Seems like my CAPS LOCK isn't stuck, wow.
Flightpath is a product of Smustard IIRC. Probably best to approach them about it.
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I know, but I thought lots of thise coders are looking in this forum and one of the powerfull things about this, is the input and suggestions from others users.
But you ARE RIGHT, I will try to contact the author.
Thanks
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Both are possible. Item A will hopefully be obsolete soon, though, with a planned new feature (he said, hoping to build suspense and anticipation). Item B should be easy to add.
Thanks for the suggestions!
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Okay, I was wrong on request "A": oddly enough, there is no way to remove scenes via ruby, so the undo scene creation option won't work. You'll have to do things manually (for now).
The "remember camera only" is still possible, just need to code it.
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Too bad about the scenes but nice about the scenes settings.
One question ?
how does it actuali work ?
I guess that the script splits up both the camera path and target path in the same amount of points. So to get the best result, the two paths should be almost the same lenght ?
I'm working on a scene and have a problem. It seems that the target 'runs' a bit faster than the camera, and it gives me some headache.
Thanks for a great tool
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Basically, the paths work like this:
The camera will be set up at each vertex on the camera path. So, if you have 23 edges in the path curve, there will be 24 camera positions (one per vertex).If the target path has the same number of vertices as the camera path, the target will be at each vertex. Otherwise, the target point will be interpolated along the path so that there are the same number of target points as camera points. For example, if the target path had only 3 edges (4 vertices), the whole path length would be divided mathematically into 23 equal segment lengths, and the target points would be set at equal distances along the 3 edges.
Hope that makes sense...
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