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Author Topic: Mandelbulb 3D. Rotating objects problem.  (Read 3161 times)
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DonTen
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« on: June 14, 2011, 01:39:54 PM »

I'm trying to render a simple object rotating through 360degrees (attached m3a).

Everything seems fine until I run the finished animation which always seems to skip (or add?) a few frames. I've seen these types of animation working perfectly elsewhere so I'm pretty sure the issue lays with me, not the software.
Could a kind soul point out my error?

(I'm guaranteed to be missing something horribly obvious, but I'm currently stumped.)

* rotationskip.m3a (81.13 KB - downloaded 129 times.)
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Sockratease
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« Reply #1 on: June 14, 2011, 05:22:03 PM »


You have it set for Quadratic Interpolation.  To hit the keyframes exactly you need Linear Interpolation. 

If you want the best of both worlds, try duplicating the first keyframe, setting the number of frames to the next keyframe at Zero.  Do the same for the final keyframe, setting the number of frames to the next keyframe at Zero for the next to last keyframe.

Hope I phrased that intelligibly...
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DonTen
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« Reply #2 on: June 14, 2011, 07:02:27 PM »

Thank you for the assistance, got it working perfectly now.  wink
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Sockratease
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« Reply #3 on: June 14, 2011, 07:59:13 PM »

Thank you for the assistance, got it working perfectly now.  wink

Glad it worked   afro
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Jesse
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« Reply #4 on: June 15, 2011, 12:41:12 AM »

Especially for a rotating loop animation:
- check the 'Loop animation' checkbox  wink
- if you use 3 keyframes, let each rotate 120 degrees further and give all the same subframe count, no need to copy a keframe.
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