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Amiga Plus 1995 #5 & #6
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000052_owner-lightwave-l _Mon Apr 3 16:11:52 1995.msg
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To: lightwave-l@netcom.com
Reply-To: CRSO.LightWave@canrem.com
Subject: Re: Suggestion
From: j#d#.moore@canrem.com (J. Moore)
Message-Id: <60.7936.5821.0C1D972E@canrem.com>
In-Reply-To: <9504021138.2.29389@cup.portal.com>
Date: Mon, 3 Apr 1995 13:10:00 -0400
Organization: CRS Online (Toronto, Ontario)
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Je> Brian Schmitt writes:
Je> >>>How about a 'dolly' function for the camera (accessible of course
Je> from
Je> >>>layout)? I know it is possible to simulate this by parenting with
Je> nul
Je> >>>objects but its a pain.
Je> >>
Je> >> Is this as stupid as it appears? "Dolly moves" are camera
Je> moves,
Je> >> and we can see them all the time.
Je> >>
Je> >>
Je> >I think what he was asking for was a way to move the cameras distance
Je> >in a straight tangent from the target. 3D Studio has this function and
Je> >it is quite handy.
Je> >
Je> Brian, would you please translate your above post? I'm
Je> >not< grokking what you said. Thanks.
Je> >Brian Schmitt
Je> >PiXcellence Imaging
Je> ***********************************************************************
Je> * (OOOOO) Jeric@cup.portal.com | Synergy Graphix & Animation *
If your camera is pointed straight down the x, y, or z axis, you just
move it closer, no problem. But suppose your camera isn't exactly
aligned with one of the axes, yet you want to move it closer. In
Lightwave, at present, you're essentially screwed. You have to fiddle
or figure, and that famous Lightwave "ease of use" goes out the window,
and your productivity along with it. With a 3DS "dolly move", you just
move it closer, no matter where it's pointed (especially important if
you're doing it during an anim).
BTW, you do have an attitude problem, but if you just stand next to the
guy who flamed the DeskStation post, no one will notice. ;-)
Jim Moore (j#d#.moore@canrem.com)
* Q-Blue 1.0 *