I would like to track the camera to an object moving in a vertical circle around the camera, with the camera sitting at the center point of the circle and rotating in the “up” direction. The problem is that at the moment, the camera’s “up” direction flips around at the top. I don’t want it to do this. Is there any way to turn off that flip? In the track-to constraint tab you can choose which dimension you want “up” to point, but this only forces it to have the camera’s “up” pointing in the positive direction on that dimension, which is not what I want. I want the camera’s “up” to be pointing constantly in the direction of the rotation.
wouldn’t it be trivial to make the rotation IPO you desire instead of using a track?
in fact… why not make the object the child of the camera when you do that?
or even… why does the loop have to go around the camera in that manner? why not have the loop be horizontal with the entire scene rotated 90 degrees? you can then set the up axis of the track to the right [or left] axis of the camera…
in fact… why not make the object the child of the camera when you do that?
Hmm. That would probably work. Thanks for the suggestion.
Actually, in this case I think I might be switching gears anyway and using a cyclic extend for what I want, rather than making my object(s) follow a circular path. I finally got my head around curve deforms (more or less) and it turns out that it’s a bit different from what I thought it was…
What I’m trying to do is a long story, and kind of a mess, but I’m basically working on trying to find some solution to my fire problem: