From the course: 3ds Max: Cinematography for Visualization
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Rotation in the Gimbal coordinate system - 3ds Max Tutorial
From the course: 3ds Max: Cinematography for Visualization
Rotation in the Gimbal coordinate system
- [Narrator] To predictably control the rotations of any object, including a camera, I recommend that you choose Gimbal as the reference coordinate system. I'll select the camera in the view and choose the Rotate tool and just to refresh your memory, we have different options in the reference coordinate system. The default is View and that is equivalent to the world coordinate system. I'll choose World, cause that's a little bit more explicit. And in world coordinates, we're fine with panning, rotating left and right but we can't really tilt up or down because those axes are not aligned with the camera and we'll get very strange results. And I'll undo that with Control Z. For tilting, you'll want to switch over to the local coordinate system. And then rotate around X and that's fine until you need to go back to panning and you're back at the problem of getting that unwanted, canted angle. I'll undo that once again, with Control Z. So switching back and forth between local and world is…
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Contents
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Recognizing camera animation issues5m 43s
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(Locked)
Rotation in the Gimbal coordinate system4m 1s
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(Locked)
Choosing rotation order3m 2s
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(Locked)
Rigging a camera for animation7m 4s
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(Locked)
Keyframing a truck or tracking shot3m 41s
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(Locked)
Keyframing pan rotation5m 46s
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(Locked)
Keyframing a camera dolly4m 29s
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(Locked)
Keyframing a zoom with Field of View4m 4s
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