From the course: 3ds Max 2025 Essential Training
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Rotating in Gimbal coordinate space - 3ds Max Tutorial
From the course: 3ds Max 2025 Essential Training
Rotating in Gimbal coordinate space
- [Instructor] A free camera that has no target, behaves more like a camera in the real world, especially for animation. Real cameras don't have targets. They're mounted on tripods and cranes and the shoulders of camera operators. To make a CGI camera rotate realistically, we need to take a couple of extra steps, and unless you take those extra steps, you will eventually encounter some serious issues with animation. Let me demonstrate the problem. Okay, I'll select my free physical camera. Go to the rotate tool. By default, we're going to be in the view reference coordinate system. And in the top view or the perspective view, that's the same as the world coordinates. If I rotate around the blue Z axis in the top view, then I'm panning the camera. Same thing in the perspective view. I can right click over there and rotate around the world Z axis, and I'm panning, no issue there. The problems come when we try to rotate around any other axis in the view coordinate system. Notice that if…
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Understanding camera types4m 21s
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Creating a physical camera6m 39s
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First-person camera navigation7m 10s
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Enabling Safe Frames7m 55s
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Setting render resolution and aspect ratio8m 8s
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Rotating in Gimbal coordinate space6m 46s
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Emulating a tripod with rotation axis order8m 25s
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