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For my camera I have set a keyframe on the timeline, lets say at position 100.

I moved to position 200, changed the view of the camera and set another keyframe.

The animation between these two timelines is done automatically, without any additional keyframes.

When now running the animation in viewport (and later when rendered), the camera rotates several times clockwise until the position of the second keyframe.

Is there any parameter to define how the camera rotates (clockwise or counter-clockwise)?

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  • $\begingroup$ hello could you please share your file (just the camera rotating)? $\endgroup$ Commented Sep 23 at 6:28
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    $\begingroup$ Positive angles are counter-clockwise, negative angles clockwise. But of course the difference between starting angle and end angle is meant here. 30° and 90° are both positive, but the difference between them can be +60° or -60°, depending on where you start and finish the rotation. And when the difference exceeds +360° or -360°, the camera certainly rotates one or more full circles around. $\endgroup$ Commented Sep 23 at 6:30
  • $\begingroup$ One more thing, does the camera have something like a Track To constraint or others that are determining its rotation (towards an object for example)? $\endgroup$ Commented Sep 23 at 6:52
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    $\begingroup$ I tested a bit back and forth and found out the Z-rotation value seemed to be the reason why the camera rotates hard. I now adjusted the z-rotation value at the target keyframe accordingly and this did the trick. Now camera moves and rotates only as much as needed. Thanks for the hints in this direction. $\endgroup$ Commented Sep 23 at 8:11

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