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Rotation Angles
SynthEyes uses pan, tilt, and roll angles to describe the orientation of cameras and objects. With an upright camera looking at the Front view, the pan, tilt, roll angles, are 0,0,0. Because 10 degrees and 370 degrees refer to the same orientation, rotation angles have some subtleties.
You can hand-animate the rotation tracks of cameras and moving objects using unlimited rotation angles, which prevents crazy movements—such as a 358 degree motion from +179 to -179 instead of the intended 2 degrees.
The 3D solving process and much of the math associated with tracking produce principal values, ie -180 to +180 (generally the math doesn't use rotation angles at all!). At the completion of solving, the sequence of rotations is processed to create better- behaved unlimited rotation angles, which you can edit. But note that it can be possible to make changes that result in a different set of angles. For example if you take a tracked shot with a big pan and extend the shot earlier into a prior pan, the new initial pan will start at 0, which can cause the original section to be 360... These situations should be rare.
Applying various mathematic operations to the track can also result in different unlimited values, especially reorienting the entire path using Whole mode. (This also necessarily forces frames that have keys on individual axes to be keyed on all axes instead).
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