Camera path animation? #3293
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Is there any way to animate a camera position (implicitly as though it were a model animation)? Moving camera locations on a timer event (not that I've tried it) is a bit clunky for me. Thanks, |
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Replies: 2 comments 9 replies
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glTF does suppport animated cameras, but we currently don't read them. Part of the reason is it's a bit unclear how to handle the situation where the glTF camera's aspect ratio doesn't match your element's. I would be open to a PR to add this functionality if you're interested. |
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It's been a while, but going back to this one... The non-sensible approach is to guess and set it bigger than the keyframe interval. If I want a linear transition between "keyframes" and I know the keyframe timing what would is the relationship of these to interpolationDecay (assuming that there is one)? Actually I might be asking the wrong thing. |
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It's been a while, but going back to this one...
Forget importing camera paths for the time being.
I can get almost the right outcome by keyframing cameraTarget (and associated), but what would be a sensible approach for handling the interpolationDecay value?
The non-sensible approach is to guess and set it bigger than the keyframe interval.
If I want a linear transition between "keyframes" and I know the keyframe timing what would is the relationship of these to interpolationDecay (assuming that there is one)?
By linear I mean no ease in or ease out of the motion or no ease out at least.
So from point A it moves to point B and gets up to speed pretty much straight away, through to B at t…