I am trying to keyframe a ball that is following a path automatically using a driver. The camera is stationary. I can't seem to get the automatic key framer to work?
120536
Can you bake the animation created from a driver to keyframes?
6115
I am attempting to make these GUI steps into a script. When I follow this process manually, I get a tracking error under 1 and I get some great matches. This is far better than autotrack. import bpy  Step 1 - Set tracking settings extra correlation to .99: bpy.data.movieclips[&quot;Name.png&quot;].(null) = 0.99  Step 2 - Loop through 1000 times When in loop, it loops but only tracks one frame forward: for loopv in range (1000):  Step 3 - Detect Features bpy.ops.clip.detect_features(ctx)  Step 4 - Track Features 1 Frame bpy.ops.clip.track_markers(ctx,backwards=False, sequence=False)  Step 5 - Deselect all features bpy.ops.clip.select_all(ctx,action='TOGGLE')  or bpy.ops.object.select_all(ctx,action='DESELECT')  Step 6 - End Indentation of loop and Return to Step 2 This is my current code. I have to hit Run Script. over and over, for it to work and go through all the frames of the clip. import bpy import random  #for loopv in range (1000): ctx = bpy.context.copy() for area in bpy.context.screen.areas:    if area.type == 'CLIP_EDITOR':    ctx['area'] = area  bpy.ops.clip.select_all(ctx,action='DESELECT') bpy.ops.clip.detect_features(ctx) bpy.ops.clip.track_markers(ctx,backwards=False, sequence=False)
55854
I'm curious how I could control cars in a racing game.  Should my AI agent control its car with commands like "throttle on 0.35, steereing wheel on 0.5 right, brake on 0.0"? Or should I rather pre-compute a curve the car sticks to, and visuals like front wheels turning are just to make everything looks consistent? Or is there any other way?
41212
First, I'm a newb to tracking.  That said, I tracked my scene with a .3 solve rate. I dropped in a cube and rendered out a short animation... looked great.  I readjusted the position of my cube... nothing more... and now my track is broken.  All tracking points were locked, I did not resolve the scene... just suddenly my object is wobbling all over in the render.  Going back to my LOCKED tracking points, they are no longer staying put.  Anyone else seen this?  Has happened on 2 machines, same reproduction steps. This last one was first time I tried locking the tracking points.  Memory issue?    Thanks...
18476
I have an object at a fixed position in 3D space. I would like the camera to circle around it while facing it. I want to path of the camera to be circular in 2D, meaning that it does not move up or down.  I need this to be pretty accurate. I don't want to manually set a keyframe every frame for position and rotation. I would like to do this maybe with an expression, not with manual keyframing. I am not sure how to go about this but I think it is going to involve Python as well as some trigonometry.
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Once you have an animated object using typical key-framing (other methods such as physics, driver or NLA apply too).  It could be useful to apply the motion to a path:   to adjust the evaluation time edit curve points points may be easier have many objects move along the same path. ability to follow the path.   Is there a way to do this?    Note that rotation and scale won't be taken into account.
82170
I want to have a camera, that follow the player, without childing it to the player object. So far I have this one line, that follows the player, but does not rotate with it (meaning the camera should look where the player's front is looking, how can I do it?  transform.position = player.transform.position + offset;
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I want to make this sphere follow a path, but everything I try creates a giant distance from the actual path. I guess what I'm asking is how do I get the blue line extending from the path to the sphere to be basically 0 at all times?
114827
I'm trying to set up multiple cameras for a scene set in a room. Is there a way to link object visibility to a specific camera? Ideally, a wall or ceiling would not render if it were in the way of the specified camera.  I've tried to get around this by keyframing Restrict Rendering, but that gets difficult to keep track of. I've also tried adjusting the clipping plane, but that clips too much and would also need to be keyframed if the camera moves.   Thanks!
114618
I have a default cube. I would like to animate it. For example I would like to make it rotate around the Y axis. I add a rotation keyframe (I) at frame 0 and at the last frame I add another rotation keyframe. Then, I set the yellow Transform Rotation Y field to 180&deg;.  And instantly, 180&deg; rotation disappears and no rotation occurs when playing animation. Why does Blender erase the keyframe settings? And how should I make this work properly?  In fact, I am trying to go trough  and my object doesn't behave in the mentioned way. When I move/rotate/scale my cube, the F-Curves are not updated. What I might be doing wrong?
90284
I am very new to unity and my scripts are based on some scripts found on the web.   I want to make a first person view so the camera is attached to my rigidbodys head. Then i want to move my rigidbody based on keyboard input (wasd) and rotate it using the mouse movement.  Until now, i used the following code for moving my rigidbody:  void Update() {      /* calculate rigidbody movement */     movement = new Vector3( Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;      /* calculate mouse look to rotate the rigidbody*/     mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));     mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity * smoothing, sensitivity * smoothing));     smoothV.x = Mathf.Lerp(smoothV.x, mouseDelta.x, 1f / smoothing);     smoothV.y = Mathf.Lerp(smoothV.y, mouseDelta.y, 1f / smoothing);     mouseLook += smoothV;  }  void FixedUpdate() {         /* apply rigidbody movement from Update() */     transform.Translate( movement * moveSpeed * Time.deltaTime );             /* apply rigidbody rotation from Update() */     transform.localRotation = Quaternion.AngleAxis(mouseLook.x, transform.up);             /* apply camera rotation from Update() */     Camera.main.transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);    }   I learned today that i dont have to move a rigidbody's transform but now i am totally confused and it seems i have to restart my whole (first!) project.  So when i use MovePosition and MoveRotation, how do i rotate it based on the camera perspective/mouse movement?  I think the movement Vector is ok so i can simply rewrite the FixedUpdate to something like  rigidbody.MovePosition(movement * speed * Time.deltaTime)   but i am totally stuck on how to apply the camera rotation to my rigidbody to use it like  void FixedUpdate() {      /* move the rigidbody */                rigidbody.MovePosition(movement * moveSpeed * Time.deltaTime);     /* rotate the camera */     camera.transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);      /* but how can i rotate the rigidbody based on the cameras rotation??? */     rigidbody.MoveRotation(?????);  }   I hope its clear what i want, thank you!
59196
In my scene I have a camera sitting at the origin. I would like to contraint it so that it always looks at the center of a given object. But the camera should not change its position.  I found some answers using a "TrackTo" or "LockedTrack" constraint but could not manage to make it work.  Could I probably use a Driver for this and if yes, how can I adjust it?  Thanks in advance!
63312
I'm trying to make one object orbit another. But I want it to repeat, rather than stop at 100 frames. It seems there is no option for this. Is there a way to make this happen?
76853
What are good practices for picking good keyframes when motion tracking? How are these frames used?   What is an "ideal" keyframe?
4538
When I pan with the Shift + MMB, it doesn't work. I think I might have accidentally pressed some sort of key-shortcut. It works for other views, so it's not my mouse. What sort of shortcut could I have pressed?
37156
I position my camera close to my object. In "Camera Persp" I see my object very close. This is what I want. Now when I hit F12 to render my object, but it always renders from a wrong distance/position further away.  What setting might I have accidentally enabled?
56633
Blender worked fine before I installed a GPU to my PC. Is it the GPU? How can I fix this? I already reinstalled to the latest version. When I try to move a cube, the orange outline only moves but not the cube and I cant click it.