8
Look At Controller 329
Y—
Displays controller properties for Y axis
rotation angle.
Z—Displays controller propert ies for Z axis
rotation angle.
Each axis uses its ow n independent controller
using the float data type. For example, the X and
Y rotation axes could use Bezier Float controllers,
whiletheZRotationaxisusesaNoiseFloat
controller.
Look At Contr oll er
Create or select an object that contains a Target
component, such as a target spotlight or camera. >
Motion panel > Look At Parameters rollout
The Look At controller is automatically assigned
as a transform animation controller upon creation
of objects that contain targets, including Target
Camera, targeted lights (including IES Sun/Sky)
and the Tape helper. It cannot be assigned by
the user. To assign the equivalent of a Look At
controller to an object, use a
LookAt constraint
(page 2–388)
.
Note: A targeted object’s pitch and heading
are adjusted by moving the target, so the only
orientation setting that can be controlled directly
by the user is Roll, or bank.
Ex ampl e: To prevent fl ipping of tar geted obj ects
during rotation:
1.
Add a
Target Camera object (page 2–1216)
.
2. ActivatetheMovetoolandusethe
coordinate
display (page 3–755)
to position the camera
and t arget at 0,0,0 and 80,0,0,respectively.
3. Add a
Dummy object (page 2–15)
and position
it at 0,0,0.
4. Use Select And Link to link the camera to the
dummy, and then link the camera target to the
dummy. At this point, the dummy is parent to
both the c amera and its target.
5. Rotate the dummy about its Y axis, and watch
the camera.
As the target passes through the zenith and
nadir of its orbit, the camera flips.
6. SelectthecameraandgototheMotionpanel.
OntheLookAtParametersrollout,turnonUse
Target As Up Node.
7. Again rotate the dummy about its Y axis.
The camera no longer flips.
Interfa ce
After you create or select an object that contains
a Target component, y ou can access the object’s
Look At properties on the Motion panel. In this
rollout you can change the target, create and delete
animation keys, set the axis, and adjust other,
related par ameters.
Cr e a te Ke y—Sets a position, roll (orientation), or
scale key at the current frame, depending on which
button you click.