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  1. liam

    AE Keyframing

    Great stuff, kitkats! You are correct, it only occurs when my keys already have interpolation other than linear - I forgot to mention that after setting my keys & before making 'B2', I've applied ease in/ ease out to my keys. Creating a hold between them removes the overshoot, but then when I adjust B2 position value (so to add a slow push in/pull out) that hold sticks & so it causes a jump (as expected) between the keys. In my fiddling, I would then adjust the interpolation of one of the keys after this, say B2 and set it to Auto Bezier or something thinking that it would take the hold from B & "ease" into B2. Didn't work that way, I (thanks to Hamilton's response above) realize that I need to select both for it to work. I know separating the XYZ is not ideal as I lose the motion path control as you mentioned, hence my starting this thread in search of a better alternative. Thanks for the tip on setting the default interpolation, very handy - I will definitely be using that. I'm also a fan of the 1-node camera... I always either turn off the orientation (pre-CS5) or just select 1-node. However, are there any situations where it is useful? It has always seemed tedious to animate with for me. All your input has been very helpful, I've benefited extremely from it in understanding the way AE camera's work.
  2. liam

    AE Keyframing

    Yes! Adjusting the spatial interpolation on BOTH keyframes simulatenously worked. While I had fiddled with a ton of different things, including spatial & temporal interpolation, my mistake was only selecting one keyframe instead of both. It seems changing it to Linear or Auto Bezier would work, and seeing as I'd like to keep handles to adjust the curve I foresee me choosing the latter most of the time.
  3. I have a 3D camera moving from A (say - 0,0,0) to B (100, 50, -100) to C (50,0,100) - just a simple 3d move. Now, I want to reach B and, without stopping, slowly continue the pull before moving to C. My normal approach is to first place 3 keys, one at each location (A,B,C). Then, I'd duplicate B (let's call it B2) & move it forward in time a few frames. The issue is, as I'm guessing many of you already know, even though B & B2 have the same values - the inbetween frame values shift causing a crazy move. In my head, I would think that the curve handles of B & B2 should be pointing at each other automatically (almost like a hold would accomplish) seeing as the values don't change - but in reality, when I look at the value graph, I see that they are not & thus - my issue. Question A) Why? Now, what I do is - go into the graph editor via value graph, split the x/y/z of the Position & adjust the curve handles of B & B2 so that they point at each other. Please tell me that my workflow/approach here is wrong...and show me what I *should* be doing. I feel that I am overlooking something - I've racked my brains trying to figure out a better approach. I am aware that scripts, like Sure Target, accomplish EXACTLY what I am after - however, being stubborn as I am, I'd like to figure out the proper way of animating such a seemingly BASIC camera move. I also slightly recall an old thread or tutorial mentioning the use of multiple parented nulls for exactly what I am trying to accomplish - is this the only way I will get the move I am after? Question B ) What is the correct workflow/approach for this camera move? Thanks.
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