As of version 4.22, this is still happening.
4.22ā¦ The Bug Remains the Sameā¦ Iāam Dazed and Confusedā¦
move the camera or mesh with the controls in the sequencer panelā¦ not the screen translator, not the details panelā¦ start from 0 and go thru 360 to 400 to 720 etcā¦ its been awhile since iāve done it, but it worked for meā¦
I can also confirm Using the animation curve editor you can go to higher positive value or negative it wont flip
Normalizing at 0-360 isnāt going to solve this. You run into the same problem again. Letās suppose normalization was done at 0-360 and you key an angle at 350 and then you want to key a small angle change of +20 deg (370) but the hypothetical 0-360 method will normalizes you back to 10 and now you have a key frame 350 going to 10. Now you get a spin. You solved nothing with 0-360 and only pushed the problem out.
I am in 4.23 and this issue is still present when in the cinematic sequencer. My current work flow is to go into the curve editor after every camera set and delete the random 360 degree rotation on the Z axis that way. But it is very annoying and slows down work flow. Is it possible to attach the camera to a mesh of some kind and rotate that instead? I know I can do this in BP but can this be done in the cinematic sequencer?
It seems like there should be someway to have piloting directly mimic the controls in the sequencer. When orienting the camera with the sequencer controls the full 360 degree rotation interpolations donāt occur. So it seems like there should be a way for the math involved with piloting the camera to directly mimic the math that the sequencer controls use.
you are a GOD among men! Iām bald and I was tearing my hair out from the absolute rootsā¦bravo!
happy that helped you my friend!
OMG thatās amazing! 5 years later, how is this not default hahaha!!
Love the tip mate, thank you so much!!
Im SO glad i googled what i thought was just me being a dumbass with my keyframes lol
Thank you for this. You are a savior.