MB wrote:stratified wrote:I don't know exactly what you mean by orbiting up and down. There's no limitation in Octane. I think (just guessing here) that at some point in the animation the camera direction and the camera up vector are parallel. We take a cross product of those to get the cam's right vector. If the vectors are parallel, the right vector is 0. In this case you would slightly perturb the up vector. If this is what's happening we can help you with that.
I had a complaint that if you set orbit down to 90deg, the animation would reverse direction if you started out looking up. In octane standalone you can only look straight up, or straight down, and everything in between, but you cant rotate 360 degress over the top of the model. I think this is very good behaviour btw.
However if you set up the orbit in the script so that it attempts to go beyond straight up or straight down, it hicups, then reverses direction, its not a big deal, the user need not tell it to orbit as far, and it won't happen. I'm guessing thats the way you have chosen to handle it. Give it a try and let me know what you think.
I haven't implemented yet, but i'm assuming barrel rolls can be done by rotating the up direction of the camera thru 360 or more degrees.
You can implement it if you want. You just need to handle this special case. If you look up or down in your scene in the Standalone via the camera presets, you'll notice that the up vector changes. It's not a choice, there's no way to handle this case without changing the up vector. I think it is useful to render orbit animations that go over the poles.
Barrel rolls rotate the up vector while moving the position over the camera direction.