3D rotate around a circle preset ae6
Hello thanks for looking in..
I am messing with the (3D rotate around a circle) preset in AE6 and if you notice that the Browse Preset feature shows the 3D text completing a circle.. Yet, When I create a text layer, apply the preset effect there is a gap from the end of my last word typed to the start of the word typed.
IE: TV Bug TV Bug TV Bug TV Bug (space) beginning of TV Bug instead of looking as the preset does in Browse Presets. TV Bug in a complete circle and spaced evenly.
I hope this is making sense...I want the "g" in Bug to be spaced as a contiunued circle, so that Last "g" in Bug should butt up to the first "T" in TV. As it stands now I type it out and apply the preset and there is a huge space between the last "g" in Bug and the first "T" in TV.
What do I need to mess with too get the ends to meet?
I added a couple of pics to help describe:
First one is the preset
2nd one is my challnege of the ends not meeting
Thanks again
NC
RG thanks again for hopping in here. You are a great help and I am thankful to have you perusing these forums. I did get it to work. Although I do have a question or two about adding one keyframe to create a seemless loop.
1. I add one frame via End > Page Down. However, I am unclear on where to park the last keyframe to make it a seemless loop? I ended up adjusting the First Margin on that effect to get it to start at the point I desire and then hit END to place the last KeyFrame. I of course made my last keyframe spot on where it starts as to not have a "Jump" in text when it restarts.....
2. The other thing is the effect on that goes from one speed and slows to a stop and then of course starts again when going back to the beginning. I used Ease In and Ease out however I do not have control over the speed. IE: One speed throughout... Any suggestions on that one RG?
Regards
NC
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Hey all, i am new to java 3d (only started coding today) but i have been coding in Java for a while..
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import javax.media.j3d.Appearance;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.PolygonAttributes;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Color3f;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.universe.SimpleUniverse;
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private TransformGroup objectTranslateGroup, objectRotationGroup;
private Transform3D translate = new Transform3D(); private Transform3D rotX = new Transform3D();
private Transform3D rotY = new Transform3D()
private Transform3D rotZ = new Transform3D();
private double rotationX, rotationY, rotationZ, newRot = 10;
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Appearance z = new Appearance();
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z.setColoringAttributes(new ColoringAttributes(new Color3f(0,0,1),ColoringAttributes.SHADE_GOURAUD));
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Cylinder poleY = new Cylinder(0.02f, .75f, y); //BLUE
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Transform3D poleYTransform = new Transform3D();
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TransformGroup poleYTransformGroup = new TransformGroup(poleYTransform);
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poleZTransformGroup.addChild(poleZ);
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objectRotationGroup.addChild(poleXTransformGroup); //add the object to the rotation group
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while(true)
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// TODO Auto-generated catch block
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public static void main(String[] args) {
// TODO Auto-generated method stub
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}As you can see the code is a full class so you can copy and paste it to run it... In the 'begin' method you will notice the variables that update the rotation, currently when the cube rotates on the y axis the cube is rotating around the viewers Y axis and not around the objects y pole. However, if you change the values so the cube is set to rotate around the X axis then it will treat the x axis as the objects x pole and not the viewers x axis. I presume this is because of the multiplication of the matrices.
What i want to know is how can i set it so that if i say rotate around the y axis it rotates the cube around its y axis (as in the y pole) regardless of where the y pole is. Not only that but i need to be able to rotate around multiple axis ensuring that it is rotating around the objects poles correctly.
The reason for this is that the object will be turned into an auv (underwater vehicle) fitted with thrusters which are going to turn the vehicle so no matter how the vehicle is positioned (facing up, upside down etc) the thruster always rotate around the same axis on the block.
Hope this makes sense, sorry for the long post!!
edd
Message was edited by:
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