Particle world - Camera reaction


#1

Hi there,



I have a 3d room with camera movement. Camera is parented to a null object.

Now my problem is; particle world only react on the camera, not on the null object.

Is there any trick or simple option to solve this problem?

Thank you. :wink:


#2

must rotate in options tied to a null object, it can be done through (press Alt and left-click on the tab particles rotate, then tie to nul angle)


#3
DsignProductions said

Hi there,



I have a 3d room with camera movement. Camera is parented to a null object.

Now my problem is; particle world only react on the camera, not on the null object.

Is there any trick or simple option to solve this problem?

Thank you. :wink:

I’ve just set up the same situation you describe with CC Particle World (I’m in CS6). It works perfectly. Move the camera, move the null… the view of the particles reacts as expected.

Which version of AE are you using? Is your null 3D?


#4

Hi felt,



I tried trial version CS6 and indeed, that works.

I am working on CS4 and yes, of course my null is 3D. :stuck_out_tongue:

Gonna rebuild it again. I guess its mutch faster then searching for that error.


#5
DsignProductions said

Hi felt,



I tried trial version CS6 and indeed, that works.

I am working on CS4 and yes, of course my null is 3D. :stuck_out_tongue:

Gonna rebuild it again. I guess its mutch faster then searching for that error.

You might consider attaching the camera to the null, not by parenting, but with expressions.

On an unparented camera’s position:

L = thisComp.layer("Null");
L.toWorld(L.anchorPoint);

The orientation’s a bit more difficult. You need to know your way around matrix math and trigonometry if you want to get to the bottom of how this one works… Or you can just paste the following on to the Camera’s Orientation. :slight_smile:

L = thisComp.layer("Null 1");
[Math.atan2(-L.toWorldVec([0,0,1])[1],L.toWorldVec([0,0,1])[2]),Math.asin(L.toWorldVec([0,0,1])[0]),Math.atan2(-L.toWorldVec([0,1,0])[0],L.toWorldVec([1,0,0])[0])]*180/Math.PI;

If Rotation and POI are neutral, it’ll take the same orientation as the null… then you can offset it using POI or Rotation.

You can’t scale a camera, so no need for an expression on the scale.