easy 360 rotation?

is there any easy way to make a 360 rotation animation?

yes… select the object you want to rotate
insert a ROT keyframe for frame 1
move to the ending frame
press the N key and manually enter the corrosponding X,Y, or Z rotation
(note- if you’re in top,side, or front view you can see the labled axes in the lower left of the 3D window)
press i to insert a ROT keyframe there.

If you play it back, it will speed up and slow down as it approches the keyframes. to correct this, press Shift-F6 to view your IPO curves. Select all your ROT curves for that object and click the extrapolation button "Arrow pointing to the upper right). Press Shift-F5 to get back to 3D view. Hope this helps!

RipSting:
>If you play it back, it will speed up and slow down as it approches the keyframes. to correct this, press Shift-F6 to view your IPO curves. Select all your ROT curves for that object and click the extrapolation button "Arrow pointing to the upper right). Press Shift-F5 to get back to 3D view.

I think you forgot to mention one detail - to avoid the speed up/ slow down effect… By default, Blender will use an “Ease in / ease out” type of ipo curve. If you want it to be linear, right click the rotation curve you wish to change, then press [t] and choose linear - now your object will rotate linearly between the entered keyframes.

I just do this:

  1. Enter a rot key.
  2. Rotate it 90 degrees (to use gridsnap, hold CTRL) to the left/right.
  3. Press up to go up 10 frames
  4. Enter a rot key
  5. Repeat until done.

If you just rotate it 180+ degrees each time, Blender won’t know which way to rotate it. This causes problems.

An even easier way is to pick up your monitor and go “round the mulberry bush” with it in your arms.

Now granted this is more a “live action” animation, but still far easier to accomplish and your object is rotated around a bit. For precise rotations i suggest dance classes!!! :wink:

Matt

Blend on, and blend well!!!

:smiley: Bapsis’ method is great :smiley:

Mine is

Select object

Go to ipo window

Add an IPO

select RotZ or whatever

Add two points itdoesentmatterwhere

with N KEY set first point to 1,0 and second to #,360 where # is the end frame of the rotation.

Make cyclic, if necessary.

Happy blending

Stefano

[quote]RipSting: If you play it back, it will speed up and slow down as it approches the keyframes. to correct this, press Shift-F6 to view your IPO curves. Select all your ROT curves for that object and click the extrapolation button "Arrow pointing to the upper right). Press Shift-F5 to get back to 3D view.

JarellSmith:
I think you forgot to mention one detail - to avoid the speed up/ slow down effect… By default, Blender will use an “Ease in / ease out” type of ipo curve. If you want it to be linear, right click the rotation curve you wish to change, then press [t] and choose linear - now your object will rotate linearly between the entered keyframes. [/quote]

Um… that’s what I WAS explaining. The ease in/ ease out is corrected by clicking the extrapolation button. TKEY might be the shortcut key for it, but I can’t test it right now.

No, you’re right, the [t] key is not required when you press the extrapolate icon button.

Sorry about that :expressionless:

Actually, you’re both right.

Ripsting’s method leaves the IPO still as a bezier, it’s just calculating the curves out because the IPO continues. This also creates a problem if you don’t want the object to continue rotating.

Jarrell’s method is to change the IPO to linear. The “t” key is not a shortcut key to Ripsting’s method.

I personally use Jarrell’s method, that way my object will stop when I want it to.