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Animation too far away from origo gets screwed :/

Posted: Thu Jun 28, 2012 12:32 am
by PeterCGS
Just tried yesterday on a scene to do a small pan motion on the camera, quite far away from origo (something like -6000,9000,2000 in global values).. The camera motion got crazy, when rendered in Octane and it started to get a really jerky motion.. Placing everything under a null, and center the whole scene worked, but its still a little limiting. Is there a decimal problem/restriction in how large scenes we can do?

/Regards Peter

Re: Animation too far away from origo gets screwed :/

Posted: Thu Jun 28, 2012 2:30 am
by roeland
Octane uses floating point precision, which has a limited precision. If this is a problem depends both the distance between the camera position and target, and on the distance between the camera position and the origin. If the camera is this far from the origin, the camera will start acting weird because of rounding errors if the position–target distance gets lower than about 0.20. Zooming out a bit will stop the weird behavior.

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Roeland

Re: Animation too far away from origo gets screwed :/

Posted: Thu Jun 28, 2012 2:51 am
by PeterCGS
Ok, I guess it will be some try-n-error then.. Is there anyway to turn off the "point at target", and only use the cameras translation/rotation values?

Re: Animation too far away from origo gets screwed :/

Posted: Thu Jun 28, 2012 10:23 am
by face
If you haven´t a crazy aperture, you can maybe use an other native unit size.

face

Re: Animation too far away from origo gets screwed :/

Posted: Thu Jun 28, 2012 12:25 pm
by PeterCGS
I get geometry errors when going smaller in unit size.. And other "ringing" geometry errors when going higher..I have a very picky scene it seems :P No worries, I work around it..

Re: Animation too far away from origo gets screwed :/

Posted: Fri Jun 29, 2012 2:07 am
by roeland
The ringing could be due to a too low rayepsilon setting. If your scene is several kilometers across you have to set it higher than the default value.

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Roeland