Simul8 Tutorial: Camera Head Tool¶
▶ Simul8 Tutorial: Camera Head Tool — Watch on YouTube
hi my name is Simona and I am 3d hi my name is Simona and I am 3d supervisor at McRoberts motion control supervisor at McRoberts motion control supervisor at McRoberts motion control in this simulates tutorial I will talk in this simulates tutorial I will talk in this simulates tutorial I will talk to you about the camera head the login to you about the camera head the login to you about the camera head the login or actually - we've got a scene received or actually - we've got a scene received or actually - we've got a scene received from clients possible action has with a from clients possible action has with a from clients possible action has with a camera animated and the camera has been camera animated and the camera has been camera animated and the camera has been exported with baked keyframes so we've exported with baked keyframes so we've exported with baked keyframes so we've got one key frames per each frame of the got one key frames per each frame of the got one key frames per each frame of the animation let's say that's then you so animation let's say that's then you so animation let's say that's then you so and the camera with a motion control rig and the camera with a motion control rig and the camera with a motion control rig and everything is fine it's doable the and everything is fine it's doable the and everything is fine it's doable the camera animation is not too abrupt camera animation is not too abrupt camera animation is not too abrupt however once you're on set or before you however once you're on set or before you however once you're on set or before you the kind asks you to do some things to the kind asks you to do some things to the kind asks you to do some things to the camera because they don't quite like the camera because they don't quite like the camera because they don't quite like different anymore let's say yeah I mean different anymore let's say yeah I mean different anymore let's say yeah I mean yeah I like how it looks in in camera yeah I like how it looks in in camera yeah I like how it looks in in camera but I would like the sword to be a bit but I would like the sword to be a bit but I would like the sword to be a bit more on the right forehand of the frame more on the right forehand of the frame more on the right forehand of the frame and so could you please pan a camera and and so could you please pan a camera and and so could you please pan a camera and right and so you how do you do that I right and so you how do you do that I right and so you how do you do that I mean you got keyframes baked and yeah mean you got keyframes baked and yeah mean you got keyframes baked and yeah you would press E to rotate the camera you would press E to rotate the camera you would press E to rotate the camera but then the local rotation of the but then the local rotation of the but then the local rotation of the cameras are related to the camera object cameras are related to the camera object cameras are related to the camera object itself because their local location itself because their local location itself because their local location local rotation so if you wanted to pan local rotation so if you wanted to pan local rotation so if you wanted to pan the camera right releases to the ground the camera right releases to the ground the camera right releases to the ground plane it would be quite difficult plane it would be quite difficult plane it would be quite difficult especially if you wanted to do that in especially if you wanted to do that in especially if you wanted to do that in you wanted to do this with a proper you wanted to do this with a proper you wanted to do this with a proper degrees rotation right so let's say like degrees rotation right so let's say like degrees rotation right so let's say like the client tells you like let's pan the client tells you like let's pan the client tells you like let's pan right 4 degrees or 5 degrees and then right 4 degrees or 5 degrees and then right 4 degrees or 5 degrees and then what you would do you would basically what you would do you would basically what you would do you would basically look for their rotate Y possibly or in look for their rotate Y possibly or in look for their rotate Y possibly or in keyframes and say like okay keyframes and say like okay keyframes and say like okay now it's minus 9 degrees so I want it to now it's minus 9 degrees so I want it to now it's minus 9 degrees so I want it to be / - 14 but then what happens is be / - 14 but then what happens is be / - 14 but then what happens is hasn't seen quite panned to me hasn't seen quite panned to me hasn't seen quite panned to me in fact if I'm moving up and right it's in fact if I'm moving up and right it's in fact if I'm moving up and right it's really not as you can see in the in in really not as you can see in the in in really not as you can see in the in in the perspective view here it's really the perspective view here it's really the perspective view here it's really not rotating around the y axis on the not rotating around the y axis on the not rotating around the y axis on the ground plane so you do like okay maybe ground plane so you do like okay maybe ground plane so you do like okay maybe you know my bad it's not the rotate Y you know my bad it's not the rotate Y you know my bad it's not the rotate Y let's try rotate X 10 now I mean that in let's try rotate X 10 now I mean that in let's try rotate X 10 now I mean that in camera looks like a tilt and really in camera looks like a tilt and really in camera looks like a tilt and really in the perspective view doesn't look quite the perspective view doesn't look quite the perspective view doesn't look quite it looks like a mix between pan and tilt it looks like a mix between pan and tilt it looks like a mix between pan and tilt and roll I mean related to the global orientation axis orientation okay that's orientation axis orientation okay that's right Zealand Z in camera looks like a right Zealand Z in camera looks like a right Zealand Z in camera looks like a row but off-centered it doesn't look row but off-centered it doesn't look row but off-centered it doesn't look like a proper roll along the axis of the like a proper roll along the axis of the like a proper roll along the axis of the camera so in any 3d software the camera so in any 3d software the camera so in any 3d software the rotations are represented as a matrix rotations are represented as a matrix rotations are represented as a matrix and it's a three by three matrix and it's a three by three matrix and it's a three by three matrix however the 3 by 3 matrix is a result of however the 3 by 3 matrix is a result of however the 3 by 3 matrix is a result of three independent matrix multiplied by three independent matrix multiplied by three independent matrix multiplied by themselves like a matrix multiplications themselves like a matrix multiplications themselves like a matrix multiplications so you've got the rotation for X the so you've got the rotation for X the so you've got the rotation for X the rotation for Y and the rotation force rotation for Y and the rotation force rotation for Y and the rotation force that multiply it between each other that multiply it between each other that multiply it between each other and they give as a result the rotation and they give as a result the rotation and they give as a result the rotation matrix rotation because of this matrix rotation because of this matrix rotation because of this principle you will have one axis here influencing the other axis while influencing the other axis while rotating and you can see that if you rotating and you can see that if you rotating and you can see that if you look at the channel editor when I'm look at the channel editor when I'm look at the channel editor when I'm moving for example the z-axis that's the single one and the z-axis that's the single one and it's only rotating on that axis when I'm it's only rotating on that axis when I'm it's only rotating on that axis when I'm moving for example the x-axis hold on moving for example the x-axis hold on moving for example the x-axis hold on yeah what I'm moving the z-axis all yeah what I'm moving the z-axis all yeah what I'm moving the z-axis all three axes so remember all three axes three axes so remember all three axes three axes so remember all three axes are moving so you would expect only to are moving so you would expect only to are moving so you would expect only to move the rotates a really the same move the rotates a really the same move the rotates a really the same happens with the Y however with the x happens with the Y however with the x happens with the Y however with the x axis only the X is changing and that is axis only the X is changing and that is axis only the X is changing and that is because the x axis India in the in the because the x axis India in the in the because the x axis India in the in the three minute in the multiplications of three minute in the multiplications of three minute in the multiplications of the matrix rotations of the rotation the matrix rotations of the rotation the matrix rotations of the rotation matrixes is the last axis that gets matrixes is the last axis that gets matrixes is the last axis that gets multiplied get multiplied so that is is multiplied get multiplied so that is is multiplied get multiplied so that is is the only access that can be changed but the only access that can be changed but the only access that can be changed but on himself by itself without influencing on himself by itself without influencing on himself by itself without influencing the other access the matrix the other access the matrix the other access the matrix multiplication follows an order because multiplication follows an order because multiplication follows an order because there is no commutative property in there is no commutative property in there is no commutative property in matrix multiplication is not like matrix multiplication is not like matrix multiplication is not like numbers you cannot swap the products numbers you cannot swap the products numbers you cannot swap the products without changing there is oh the rotate without changing there is oh the rotate without changing there is oh the rotate order can be found in the transform node order can be found in the transform node order can be found in the transform node of the camera or of which objects you of the camera or of which objects you of the camera or of which objects you are moving like that's an alcohol are moving like that's an alcohol are moving like that's an alcohol spotlight here and you an ago I rotate spotlight here and you an ago I rotate spotlight here and you an ago I rotate order by D for my as residual is X why order by D for my as residual is X why order by D for my as residual is X why is that that is the reason why X is the is that that is the reason why X is the is that that is the reason why X is the access that can be moved without access that can be moved without access that can be moved without changing the other axis for example changing the other axis for example changing the other axis for example because in magical motion matrix because in magical motion matrix because in magical motion matrix multiplications when you multiply multiplications when you multiply multiplications when you multiply matrixes between themselves the order matrixes between themselves the order matrixes between themselves the order stars from the last one so it would be stars from the last one so it would be stars from the last one so it would be typically would be Z by Y and then the typically would be Z by Y and then the typically would be Z by Y and then the result of set by Y by X so the first one result of set by Y by X so the first one result of set by Y by X so the first one in the rotate order is the axis can be in the rotate order is the axis can be in the rotate order is the axis can be changed without influencing the other changed without influencing the other changed without influencing the other axis but for you it doesn't change axis but for you it doesn't change axis but for you it doesn't change anything because at the end of the day anything because at the end of the day anything because at the end of the day if you want to move a pan or you want to if you want to move a pan or you want to if you want to move a pan or you want to move a to used to go move a to used to go move a to used to go have hard times especially if it's have hard times especially if it's have hard times especially if it's keyframe the Radian you're working on keyframe the Radian you're working on keyframe the Radian you're working on keyframe cameras so this is what happens keyframe cameras so this is what happens keyframe cameras so this is what happens but this is the reason why if you know but this is the reason why if you know but this is the reason why if you know there is a camera camera head too there is a camera camera head too there is a camera camera head too what it does is basically you need to what it does is basically you need to what it does is basically you need to select the camera or the object that you select the camera or the object that you select the camera or the object that you want to tweak and it's going to create a want to tweak and it's going to create a want to tweak and it's going to create a hierarchy and this hierarchy is composed hierarchy and this hierarchy is composed hierarchy and this hierarchy is composed by four locators and a duplicated camera by four locators and a duplicated camera by four locators and a duplicated camera objects which is which has the same objects which is which has the same objects which is which has the same settings of the original camera the settings of the original camera the settings of the original camera the first locator is a position locator and first locator is a position locator and first locator is a position locator and stores the position X Y Zed translations stores the position X Y Zed translations stores the position X Y Zed translations are on the world and then you have pan are on the world and then you have pan are on the world and then you have pan tilt and row which are three separate tilt and row which are three separate tilt and row which are three separate objects each one with one single access objects each one with one single access objects each one with one single access so basically what is doing these node so basically what is doing these node so basically what is doing these node it's splitting out over three different it's splitting out over three different it's splitting out over three different objects the rotations of the intertwined objects the rotations of the intertwined objects the rotations of the intertwined rotations of the original camera what I rotations of the original camera what I rotations of the original camera what I will do then from here was I will change will do then from here was I will change will do then from here was I will change this camera with the new camera which this camera with the new camera which this camera with the new camera which has this CH cam at the end of the name has this CH cam at the end of the name has this CH cam at the end of the name and as you can see at the moment is and as you can see at the moment is and as you can see at the moment is basically the same let me load the basically the same let me load the basically the same let me load the original camera here same things apart original camera here same things apart original camera here same things apart from the lighting that depresses seven from the lighting that depresses seven from the lighting that depresses seven here should be the same yeah same camera here should be the same yeah same camera here should be the same yeah same camera movement so let me go back to movement so let me go back to movement so let me go back to perspective view here right then what I perspective view here right then what I perspective view here right then what I would do I would select the parent node would do I would select the parent node would do I would select the parent node for a new camera hierarchy that has been for a new camera hierarchy that has been for a new camera hierarchy that has been created and in inputs here in the created and in inputs here in the created and in inputs here in the channel ID sir that is my plug-in node channel ID sir that is my plug-in node channel ID sir that is my plug-in node let me I just want to show you probably let me I just want to show you probably let me I just want to show you probably with the better visual representation with the better visual representation with the better visual representation using the using the using the no that little panel if I was to frame no that little panel if I was to frame no that little panel if I was to frame this guy here then you will say a better this guy here then you will say a better this guy here then you will say a better workflow workflow workflow well actually flowchart kind of this is well actually flowchart kind of this is well actually flowchart kind of this is an auditor is a it's it's window where an auditor is a it's it's window where an auditor is a it's it's window where you can actually plug connection in and you can actually plug connection in and you can actually plug connection in and out of nodes and shows your be better out of nodes and shows your be better out of nodes and shows your be better how Maya works behind the wood this is how Maya works behind the wood this is how Maya works behind the wood this is my original cover you can see that my original cover you can see that my original cover you can see that whenever I selects a note here it gets whenever I selects a note here it gets whenever I selects a note here it gets alerted in you know allowing alright alerted in you know allowing alright alerted in you know allowing alright the same happens here so I'm selecting the same happens here so I'm selecting the same happens here so I'm selecting that in the outliner if I press F takes that in the outliner if I press F takes that in the outliner if I press F takes you to the object that you selected in you to the object that you selected in you to the object that you selected in the hierarchy so this is the original the hierarchy so this is the original the hierarchy so this is the original camera and the output of the camera camera and the output of the camera camera and the output of the camera feeds into the camera head node which is feeds into the camera head node which is feeds into the camera head node which is the plugin node that comes with simulate the plugin node that comes with simulate the plugin node that comes with simulate in and it comes with the tire to of the in and it comes with the tire to of the in and it comes with the tire to of the license which is solving these node is license which is solving these node is license which is solving these node is very simples got an input active on and very simples got an input active on and very simples got an input active on and off when an input when the input active off when an input when the input active off when an input when the input active on is when the April input active is on on is when the April input active is on on is when the April input active is on the silver spleen the signal well splits the silver spleen the signal well splits the silver spleen the signal well splits off the channel into rope and tools and off the channel into rope and tools and off the channel into rope and tools and translate X Y Zed otherwise it just translate X Y Zed otherwise it just translate X Y Zed otherwise it just doesn't do it and and and that's the doesn't do it and and and that's the doesn't do it and and and that's the reason why I will show you later this is reason why I will show you later this is reason why I will show you later this is a transform node a transform node a transform node who or at least it's the parent node who or at least it's the parent node who or at least it's the parent node here in the hierarchy I'll just put it here in the hierarchy I'll just put it here in the hierarchy I'll just put it on top here and then you got to roll right so then I say so the next thing I right so then I say so the next thing I want to do is to select my camera and want to do is to select my camera and want to do is to select my camera and camera head node plug-in node and I will camera head node plug-in node and I will camera head node plug-in node and I will select oh the outputs and I will edit select oh the outputs and I will edit select oh the outputs and I will edit keys make the simulation in the craft keys make the simulation in the craft keys make the simulation in the craft editor you will see now that's you have editor you will see now that's you have editor you will see now that's you have four I have as well translate and rope four I have as well translate and rope four I have as well translate and rope on until divided as per the camera on until divided as per the camera on until divided as per the camera supposed to be what I was trying to supposed to be what I was trying to supposed to be what I was trying to shave or actually what the nodes chief shave or actually what the nodes chief shave or actually what the nodes chief is basically having related to the is basically having related to the is basically having related to the orientation of Maya the global space the orientation of Maya the global space the orientation of Maya the global space the camera you will have azimuth and camera you will have azimuth and camera you will have azimuth and elevation and row split so that you can elevation and row split so that you can elevation and row split so that you can tweak them separately without one having tweak them separately without one having tweak them separately without one having to influence the other so azimuth will to influence the other so azimuth will to influence the other so azimuth will be the pan elevation will put the tail be the pan elevation will put the tail be the pan elevation will put the tail and the row will be the line between the and the row will be the line between the and the row will be the line between the observer and and the star this is like observer and and the star this is like observer and and the star this is like orientation standardized series for like orientation standardized series for like orientation standardized series for like for example satellite dishes or you know for example satellite dishes or you know for example satellite dishes or you know stargazing and stargazing and like basically it's the the tools Co camera basically it's the the tools Co camera had because it replicates a gimbal so had because it replicates a gimbal so had because it replicates a gimbal so you will be able to tweak the pan the you will be able to tweak the pan the you will be able to tweak the pan the tail and the row nodes independently are tail and the row nodes independently are tail and the row nodes independently are you get the guest so okay he says I want you get the guest so okay he says I want you get the guest so okay he says I want the sword up right right and corner so the sword up right right and corner so the sword up right right and corner so can you please tweak the pan for degrees can you please tweak the pan for degrees can you please tweak the pan for degrees right and you would then take the pan right and you would then take the pan right and you would then take the pan and say like okay four degrees plus and say like okay four degrees plus and say like okay four degrees plus equal four nothing happens and that's because I've nothing happens and that's because I've baked the animation but I left the baked the animation but I left the baked the animation but I left the import active on so I will switch this import active on so I will switch this import active on so I will switch this off and now I did say four degrees up off and now I did say four degrees up off and now I did say four degrees up and it's not right and it goes like okay and it's not right and it goes like okay and it's not right and it goes like okay maybe maybe should be more bit more than maybe maybe should be more bit more than maybe maybe should be more bit more than four degrees let's say eight so I select four degrees let's say eight so I select four degrees let's say eight so I select those two and then I go to another less those two and then I go to another less those two and then I go to another less equal four degrees and then it goes like equal four degrees and then it goes like equal four degrees and then it goes like yes okay but it's too low can you please yes okay but it's too low can you please yes okay but it's too low can you please still the up a bit and then okay so I'll still the up a bit and then okay so I'll still the up a bit and then okay so I'll just tilt it up of what by four degrees just tilt it up of what by four degrees just tilt it up of what by four degrees C plus equal four that's not quite right C plus equal four that's not quite right C plus equal four that's not quite right I want it down so go back and minus I want it down so go back and minus I want it down so go back and minus equal four that's not - minus equal four so as you can see I'm sure you here let so as you can see I'm sure you here let me hide the original camera when I me hide the original camera when I me hide the original camera when I select the camera head node till see in the perspective view tail would see in the perspective view tail would be the elevation always so vertical whereas pan just has you would expect whereas pan just has you would expect the rotation around the y-axis this the rotation around the y-axis this the rotation around the y-axis this y-axis here my as original Mya standards y-axis here my as original Mya standards y-axis here my as original Mya standards global orientation global space global orientation global space global orientation global space orientation and and they're all will be right along the point of view axes right along the point of view axes around sorry so these allows you to also tweak the so these allows you to also tweak the camera by eye a bit better in a more camera by eye a bit better in a more camera by eye a bit better in a more comfortable way so I would light will comfortable way so I would light will comfortable way so I would light will have it like that and then I like to have it like that and then I like to have it like that and then I like to tilt it down a bit more right and then tilt it down a bit more right and then tilt it down a bit more right and then pan maybe right again now left and tilt pan maybe right again now left and tilt pan maybe right again now left and tilt down great and yeah we just created spikes or great and yeah we just created spikes or hung our curbs but this is not a problem hung our curbs but this is not a problem hung our curbs but this is not a problem because as you my Rico if you've watched because as you my Rico if you've watched because as you my Rico if you've watched the tutorial already about span - we've the tutorial already about span - we've the tutorial already about span - we've got like a tool that is moving curves got like a tool that is moving curves got like a tool that is moving curves back into spikes of our of our curves back into spikes of our of our curves back into spikes of our of our curves and is basically following that's the and is basically following that's the and is basically following that's the reason why I pay I've tweaked only the reason why I pay I've tweaked only the reason why I pay I've tweaked only the last two keyframes because it follows last two keyframes because it follows last two keyframes because it follows the inclination of two the two boundary the inclination of two the two boundary the inclination of two the two boundary keyframes at the end and at the start of keyframes at the end and at the start of keyframes at the end and at the start of your keyframe selection so now I've your keyframe selection so now I've your keyframe selection so now I've selected this this despair selected this this despair selected this this despair maybe I just gonna select a bit more maybe I just gonna select a bit more maybe I just gonna select a bit more than that like this amount and then I'm than that like this amount and then I'm than that like this amount and then I'm gonna click I'm gonna press pan and it's gonna click I'm gonna press pan and it's gonna click I'm gonna press pan and it's gonna smooth the curve back into a bit gonna smooth the curve back into a bit gonna smooth the curve back into a bit and then this curve is a bit I don't and then this curve is a bit I don't and then this curve is a bit I don't want it to slip so probably I'm just want it to slip so probably I'm just want it to slip so probably I'm just gonna take it from here and then I'm gonna take it from here and then I'm gonna take it from here and then I'm gonna do span again and and for tilt I'm gonna do span again and and for tilt I'm gonna do span again and and for tilt I'm gonna do span there from the middle mmm gonna do span there from the middle mmm gonna do span there from the middle mmm spit weird here maybe I was most a bit spit weird here maybe I was most a bit spit weird here maybe I was most a bit there as well right so if I hide back in there as well right so if I hide back in there as well right so if I hide back in the camera show the camera again back so the camera show the camera again back so the camera show the camera again back so you see you will see that the purple is you see you will see that the purple is you see you will see that the purple is they camera head node the one that we they camera head node the one that we they camera head node the one that we created and then the green is the created and then the green is the created and then the green is the original camera that's how I tweaked the original camera that's how I tweaked the original camera that's how I tweaked the cameras hopefully the client will be cameras hopefully the client will be cameras hopefully the client will be happy I was got the nice new animation happy I was got the nice new animation happy I was got the nice new animation tweet as you wanted and this is a tweet as you wanted and this is a tweet as you wanted and this is a workflow that basically helps you to workflow that basically helps you to workflow that basically helps you to trick the camera in a more intuitive way trick the camera in a more intuitive way trick the camera in a more intuitive way rather than trying to let me write this rather than trying to let me write this rather than trying to let me write this like rather than trying to tweak the camera along the locate the tweak the camera along the locate the local axes of the objects which are local axes of the objects which are local axes of the objects which are never representative of their you know never representative of their you know never representative of their you know original axe access because there are original axe access because there are original axe access because there are one influences each other through the one influences each other through the one influences each other through the multiplication so it's basically multiplication so it's basically multiplication so it's basically impossible to have tweaked animation impossible to have tweaked animation impossible to have tweaked animation properly one thing that would like to properly one thing that would like to properly one thing that would like to point out is there is a pitfall with point out is there is a pitfall with point out is there is a pitfall with this plugin because it's on the roadmap this plugin because it's on the roadmap this plugin because it's on the roadmap will be implemented with the next will be implemented with the next will be implemented with the next release of the software if I'm creating release of the software if I'm creating release of the software if I'm creating a camera people tend because the scale is quite people tend because the scale is quite big in this case is 100 people tend to big in this case is 100 people tend to big in this case is 100 people tend to scale the camera to see the camera scale the camera to see the camera scale the camera to see the camera object better but that's not the right object better but that's not the right object better but that's not the right way of doing it scaling the camera in my way of doing it scaling the camera in my way of doing it scaling the camera in my eyes and no no bad mojo what you should eyes and no no bad mojo what you should eyes and no no bad mojo what you should be done is to use the locator scale still people do it and scale the camera still people do it and scale the camera like that and this is still not like that and this is still not like that and this is still not supported from the plugin so if I was to supported from the plugin so if I was to supported from the plugin so if I was to let's go back to one let's go back to one let's go back to one actually that's back to 100 if I was to actually that's back to 100 if I was to actually that's back to 100 if I was to create a camera head node on a scaled create a camera head node on a scaled create a camera head node on a scaled camera the rotation one wouldn't be right as the rotation one wouldn't be right as you can see the purple it's completely you can see the purple it's completely you can see the purple it's completely of the purpose a result camera from the of the purpose a result camera from the of the purpose a result camera from the camera head - so just bring it just if camera head - so just bring it just if camera head - so just bring it just if something like this happened just take something like this happened just take something like this happened just take the camera and scale it back to one and the camera and scale it back to one and the camera and scale it back to one and if you want to see still the original if you want to see still the original if you want to see still the original camera don't use the scale to say a camera don't use the scale to say a camera don't use the scale to say a bigger use the locator scale which it's bigger use the locator scale which it's bigger use the locator scale which it's the reason why a stir and see you know a the reason why a stir and see you know a the reason why a stir and see you know a bigger object um another thing that I bigger object um another thing that I bigger object um another thing that I would like to add about this too is that would like to add about this too is that would like to add about this too is that as it stands at the moment the camera as it stands at the moment the camera as it stands at the moment the camera had to doesn't keep track of rounds in had to doesn't keep track of rounds in had to doesn't keep track of rounds in rotations so if it was having a camera rotations so if it was having a camera rotations so if it was having a camera that from say just make it as simple as that from say just make it as simple as that from say just make it as simple as possible I don't want this camera possible I don't want this camera possible I don't want this camera anymore so if I was having a camera that anymore so if I was having a camera that anymore so if I was having a camera that was doing 720 so keyframes 0 was doing 720 so keyframes 0 was doing 720 so keyframes 0 50 frames 360 and thank you for me again 50 frames 360 and thank you for me again 50 frames 360 and thank you for me again so 360 around the pad axes then you so 360 around the pad axes then you so 360 around the pad axes then you would create Kerrigan the cameras kill with getter skills the cameras kill with getter skills everything is working properly and then everything is working properly and then everything is working properly and then now what you want to do is to tweak it now what you want to do is to tweak it now what you want to do is to tweak it because of any reason I don't know the because of any reason I don't know the because of any reason I don't know the exactly was on I edit skis make the exactly was on I edit skis make the exactly was on I edit skis make the simulation again and switch the simulation again and switch the simulation again and switch the computation of so now I can work just computation of so now I can work just computation of so now I can work just with the keyframes what you will notice with the keyframes what you will notice with the keyframes what you will notice is that we have a jump in the pan is that we have a jump in the pan is that we have a jump in the pan because up to 180 and then it respects because up to 180 and then it respects because up to 180 and then it respects to - what - 116 I on something what's to - what - 116 I on something what's to - what - 116 I on something what's happening here is that is basically not happening here is that is basically not happening here is that is basically not filtering for Euler rotation as Maya filtering for Euler rotation as Maya filtering for Euler rotation as Maya would do this comment or other filter would do this comment or other filter would do this comment or other filter however on the camera no the oil filter however on the camera no the oil filter however on the camera no the oil filter doesn't work so you would have to do doesn't work so you would have to do doesn't work so you would have to do that manually it's pretty easy to do that manually it's pretty easy to do that manually it's pretty easy to do it's it's it's it's very easy to it's it's it's it's very easy to it's it's it's it's very easy to understand when it's basically skipping understand when it's basically skipping understand when it's basically skipping down - 360 so what you would do is to down - 360 so what you would do is to down - 360 so what you would do is to select this curve and then just add plus select this curve and then just add plus select this curve and then just add plus equal 180 in the value filled of the equal 180 in the value filled of the equal 180 in the value filled of the graph editor well really should be 360 graph editor well really should be 360 graph editor well really should be 360 so I will add 180 again oops there you go and then you've got like a there you go and then you've got like a linear well not really linear but like linear well not really linear but like linear well not really linear but like you've got like a continuous curve which you've got like a continuous curve which you've got like a continuous curve which doesn't set back to minus 180 and that doesn't set back to minus 180 and that doesn't set back to minus 180 and that would be a possible problem for the would be a possible problem for the would be a possible problem for the silver because it would basically notice silver because it would basically notice silver because it would basically notice that well not the silver but the limit that well not the silver but the limit that well not the silver but the limit checker because you'll notice that the checker because you'll notice that the checker because you'll notice that the camera is jumping 360 degrees and you camera is jumping 360 degrees and you camera is jumping 360 degrees and you would flag that the animation is not would flag that the animation is not would flag that the animation is not correct or is not as smooth that is Oh correct or is not as smooth that is Oh correct or is not as smooth that is Oh for these two I hope you enjoyed this for these two I hope you enjoyed this for these two I hope you enjoyed this tutorial if you've got any questions tutorial if you've got any questions tutorial if you've got any questions suggestions or comments please send us suggestions or comments please send us suggestions or comments please send us an email to support Mark Roberts calm an email to support Mark Roberts calm an email to support Mark Roberts calm and until the next time