Fractal Architect 5 Help Index

Animation Segment Configurator


Applies to:FA 5

Reference: Animation Concepts

HowTo: Configurator HowTo

Animation Segment Configurator


This is an Animation Segment Configurator view for a pair of morphed keyframes with a couple of other animations included.

Animation Configurator Main Regions
Animation Configurator Main Regions

A. File Management and Utilities
B. Previews and From/To Editors
C. Property Selector
D. Property From/To Range Editor
E. Property Animation Curve Editor

Where is the Animation Configurator used?

  1. Triangle Editor - Custom Animations Button
  2. Cross Breeder - Custom Animations Button
  3. Super Variants Editor - Configure Variants Button
  4. Sequencer - Every segment - Edit Button

File Management and Utilities

Animation Selector
Choose an animation segment to work on. (Not available in Sequencer).
You can have multiple custom animation segments in the same fractal file.
+ Button
Add a new animation segment. (Not available in Sequencer)
- Button
Remove this animation segment. (Not available in Sequencer)
Copy
Copy this animation segment to the clipboard.
Paste
Paste over this animation segment from the clipboard.
Undo
Undo the last change change.
Redo
Redo the last undone change.
Save
Save this animation segment to a file.
Load
Load an animation segment from a file.

Previews and From/To Editors


Video Preview

This windows allows you to see a video preview of the animation.

▶︎ Play Button
Pressing this button will start the preview rendering. It will render Video Frame Count frames.
Slider
You can drag the slider with the mouse to see different rendered portions of the animation.
Video Frame Count
This slider sets the total number of video frames that playing the video will show.

Run Window

Run Window
Run Window

This window allows you to create a quick interpolation preview of the animation.

You can also make a High quality video using the Make Video or Make Frames buttons.

See: Quick-Spin for more information on how to use this window.

From / To Editors

The Configurator has a From/To Editors button that shows all keyframes and the From / To endpoint thumbnails.

You can edit the From / To Endpoints with Triangle/Color Gradient editor to setup the animation segment endpoints.

The Animation Configurator has 4 fractal thumbnails that you can modify.

Animation Configurator Thumbnails
Animation Configurator Thumbnails

To define an animation segment, you would open 2 Triangle editor windows, one for the the From Endpoint and one for the To Endpoint.

When you CLOSE both editors, the differences between the two fractals will be used by the Animation configurator to create the equivalent Animation segment.

Grid View

There is a simplified Grid View that lets you see the Animation segment’s property animations.

Custom Animation Grid View
Custom Animation Grid View

Property Selector

This is an outline view of all the categories in a fractal and the animateable properties they contain.

You click on a + button to add new properties to the animation segment.

You click on a - button to remove a property from the animation segment.

Property Categories in the Property Selector

The many properties are broken down into the hierarchy of categories shown here:


Two KeyFrames

Layerz KeyFrames Setup

Layer Keyframe Morph

Layerz

Layer #1

Fractal

Flame

Parameters

Parameters

Camera

Final Xform #1 (deprecated)

Parameters

Pre-Matrix

Post-Matrix

Variations

Group #1 …

Variation Parameters

Group #1 …

Color Gradient

Transforms

Transform #1 …

Parameters

Pre-Matrix

Post-Matrix

Variations

Group #1 …

Variation Parameters

Group #1 …
Final Transforms
Transform #1 …
Parameters

Pre-Matrix

Post-Matrix

Variations

Group #1 …

Variation Parameters

Group #1 …


The individual properties found in each catgory:

Layerz Keyframes Setup
Layer Keyframe Morph
Fractal > Flame
Blue Color Curve
Green Color Curve
Red Color Curve
RGB Color Curve
Highlight Power
Looping Using Rotates Set
Xaos Weights
Fractal > Parameters > Parameters
Background Color
Brightness
Fractal Origin - 2D spline path
Fractal Origin - X Coordinate
Fractal Origin - Y Coordinate
Gamma
Gamma Threshold
Has Final Transform
Vibrancy
Viewport rotation
Viewport rotation about point
Viewport scale
Viewport scale about point
Viewport zoom
Fractal > Parameters > Camera
Camera Clip Points Behind
Camera Depth-of-Field
Camera Field-of-View
Camera Fly-Thru - 3D spline path
Camera Location X-Y-Z - 3D spline path
Camera LookAt+Location - 3D spline paths
Camera Orientation Yaw/Pitch/Roll
Camera Ortho-to-Perspective Ramp
Camera Ortho/Perspective Checkbox
Camera Pitch
Camera X Position
Camera Y Position
Camera Yaw
Camera Z Offset
Camera Z Position
Fractal > Transforms > Xform #1 > Parameters
Direct Color Weight
Rotates
Solo Flag
Transform’s Color Index
Transform’s Color Speed
Transform’s Color Symmetry
Transform’s Opacity
Transform’s Weight
Fractal > Transforms > Xform # > Pre-Matrix
Pre Matrix - all Coefficients
Pre Matrix - Rotate Scale Translate
Fractal > Transforms > Xform # > Post-Matrix
Post Matrix - all Coefficients
Post Matrix - Rotate Scale Translate
Fractal > Transforms > Xform # > Variations > Group
All the variations in the current variation set.
Fractal > Transforms > Xform # > Variation Parameters > Group
All the variation parameters in the current variation set.
Fractal > Parameters & Final Xform > Color Gradient
Color Brightness
Color Contrast
Color Gradient Blend
Color Hue
Color Saturation
Decrease Color Frequency
Increase Color Frequency
Rotate Colors

Property From/To Range Editor

This is the Range editor for the numeric property datatype.

Animate From Value
The from value.
Animate To Value
The to value.
What Value To Change
Selects the property to edit.
How Value Affected
= - Value is assigned to the property. (Overwrites property’s prior value.)
+ - Value is added to the current property value.
* - Value is multiplied to the current property value.
Enabled
This property will be used in the animation. (You can disable this)
Penultimate
If checked, the final To calculated value is not used. This avoids repeated video frames.
How Property Values Are Calculated

The Input Animation Slider values vary between 0 and 1, with 0 being the far left and 1 the far right end of the slider.

The input value is modified by the Animation Curve, by finding the position of the input value on the X axis, and calculating for that X value what the Y value should be, based on the animation curve type. That calculated Y value is now the output of the Animation curve transfomation and becomes the effective animation amount (still in the range of 0 to 1).

Next, if chosen to be applied by the user, a smoothing interpolation is applied to the effective animation amount to “smooth” the effective animation amount. If not chosen, no change is made to the effective animation amount.

effAmount1 = animationCurve(inputAmount)

effAmount2 = smoothing(effAmount1)

Finally, depending on the Animation Affect selected, one of these equations is selected:

Affect = (Assigned)
output value = from + effAmount2 X (to - from)
Affect + (Added to Original Value)
output value = originalValue + effAmount2 X (to - from)
Affect X (Multiplied to Original Value)
output value = originalValue X effAmount2 X (to - from)

To create an animation the app will start the input animation amount at 0 and increasing it by steps up to 1. A video frame image is rendered for each incremental step.

Property Animation Curve Editor

See: Animation Curves for more information.

Property Datatypes


Layerz Keyframe Morph Animation Config


Morph animations cross-breed the from fractal with the to fractal. So the morph animation properties are similar to those found on the Cross-Breeder window.

Adding/Changing a Keyframe
X/Y & Polar Matrix Interpolation
Interpolate the Pre and Post transformation matrices using either linear or polar interpolation.
RGB & HSB Color Gradient Interpolation
Interpolate the Color Gradients with either RGB or HSB interpolation.
Clear
Remove the selected keyframe.
Triangle Editor
Open the Triangle Editor for the fractal.
Open the Variants Editor
Open the Variants editor to play with different random combinations.
Change Layerz Shuffle
Open the Layerz Morph Permutation editor.
Re-order the rows in the editor to switch to a new permutation.
Swap Keyframes
Swap the From / To keyframes.
Keyframe Thumbnails Context Menu
View Fractal Info
Opens the Fractal Info window for this keyframe.
View Fractal’s Source Text
Open the XML source text for this keyframe.
Make Fractal Variants
Opens the Variants Editor for this keyframe.
Copy
Copies this keyframe to the clipboard.
Paste
Pastes over this keyframe with the keyframe on the clipboard.

See: Cross-Breeding Properties

Cross-Breed Shuffle Patterns

A morph takes the transforms from fractal 1 and transform from fractal 2 and blends them together.

The shuffle permutations are just different arrangements of which transform of fractal1 is blended with which transform of fractal2.

Here the permutation is 1, 2, 3:

Flame 1 Flame 2
Xform 1 ===> Xform 1
Xform 2 ===> Xform 2
Xform 3 ===> Xform 3

But there are other combinations. For example:

Here the permutation is 2, 3, 1.

Flame 1 Flame 2
Xform 1 ===> Xform 2
Xform 2 ===> Xform 3
Xform 3 ===> Xform 1

With 3 transforms, there are 6 different shuffle permutations.

The number of permutations for n transforms is: n! or n factorial.

n factorial is defined to be: n * (n - 1) * (n - 2) … 2, 1

So:

if n = 3, n! = 3 * 2 * 1 = 6

if n = 4, n! = 4 * 3 * 2 * 1 = 24

With the these two fractals each have 6 transforms to be morphed together. There are 720 different shuffle combinations where the right transform can be morphed with a transform on the left. The number of combinations is n factorial (6! = 720). If there are only

You will get a different morph animation with each shuffle combination. So in this example, you get 720 different morph animations from just 2 keyframes!

The default shuffle pattern is for the 1st left transform to be morphed to the 1st on the right, 2nd left to 2nd right, …

Layerz Permutation

Just like with transforms, when a fractal has more than one layer, you also have many layer permutations.

Cross Breeder Shuffle Editor
Cross Breeder Shuffle Editor

Layerz Permutations - How to Use

  1. Set layerz shuffle first.
  2. Then for each selected layer (select it on the left), set its transform shuffle.
  3. Since fractals can have multiple final transforms, remember to set this shuffle too.

How to Edit a Shuffle

First, set the crossbreeding amount slider close to 0.5. That way you can see middle of the animation.
These are the ways:

Numeric Property Value Animation’s Config


Numeric properties’ from/to values can be assigned in 4 ways, depending on the Popup Menu setting next to the From and To value text edit fields:

  1. Non-Random assignment
  2. Uniformly Random Floating Point Values
  3. Uniformly Random Integer Values
  4. Gaussian Random Floating Point Values
Non-Random Assignment

Modify the From and To values’ text edit fields to set the From and To values.

Uniformly Random Floating Point Values

This configurator setting helps you select a random number to use for the from and to values.

Fill in the Min and Max text fields with numbers defining the random number range. Next, click the Roll Dice button to select a new uniform random number.

Uniformly Random Integer Values

This configurator setting helps you select a random number to use for the from and to values.

Fill in the Min and Max text fields with numbers defining the random number range. Next, click the Roll Dice button to select a new uniform random number.

Gaussian Random Floating Point Values

This configurator setting helps you select a random number to use for the from and to values. It uses a Gaussian Bell-Shaped probability distribution.

Fill in the Mean and Sigma text fields with numbers defining the random number range. Next, click the Roll Dice button to select a new gaussian random number. The average random number will be the mean. And the random number range will be roughly in the range:

mean ± 2 × sigma

2D Point Property Value Animation Config


You set the from and to points’ X and Y values using the text fields.

Next, you can select either a 2D Catmull curve or 2D Bspline curve which specifies the path the point will follow in the animation. The Path Editor will open the curve editor.

See: 2D Bspline Curve Editor

See: 2D Catmull Curve Editor

3D Point Property ValueAnimation Config


You set the from and to points’ X, Y and Z values using the text fields.

Next, you can select either a 3D Catmull curve or 3D Bspline curve which specifies the path the point will follow in the animation. The Path Editor will open the curve editor.

See: 3D Bspline Curve Editor

See: 3D Catmull Curve Editor

2D Transformation Matrix Animation Config


The matrix floating point values for both the from and to transformation matrices are specified.
You can choose to affect either the Pre or the Post matrices.

You can choose to interpolate the matrices using either linear or polar form interpolation.

2D Transformation Matrix Operations Animation Config


You specify a combination of rotation, scaling, and translation operations to applied to either the pre or post transformation matrices. These are similar to the operations you can apply to the transformations in the Triangle editor.

Operation Order
Choose the order in which the 3 matrix operations are applied.
Rotate
The rotation (in degrees) to apply.
Rotate Origin
Choose to rotate about either the triangle or world origins.
Scale
The scale factor to apply.
Scale Origin
Choose to scale about either the triangle or world origins.
X
Translate horizontally by this amount.
Y
Translate vertically by this amount.
Randomize Button
Randomize these settings.
Reset Button
Reset these settings to their default values.

You can choose to affect either the Pre or the Post matrices.

Color Gradient Animation Config


Use the Color Gradient editor to find other color gradients that look good with your fractal.

You can set the from and to color gradients by dragging a color gradient from the app’s Color Gradient editor and dropping it onto the gradient images.

RGB & HSB Color Gradient Interpolation
Interpolate the Color Gradients with either RGB or HSB interpolation.
Palette Mode
Select either a Step, Linear, or Smooth palette modes for the gradient.

Warning:

If the color stop count and color stop locations of the From and To gradients are NOT the same, the output colors of the From endpoint thumbnail will not match the Keyframe 1 thumbnail’s colors. Similarly the output colors of the To endpoint thumbnail will not match the Keyframe 2 thumbnail’s colors.

There is nothing wrong with mismatching color stops, it just makes it hard to predict the colors at the beginning and end.

Background Color Animation Config


You set the from and to background colors. Click on the color wells to open the color picker.

RGB & HSB Color Interpolation
Interpolate the Color with either RGB or HSB interpolation.

Color Curve Animation Config


You set the from and to color curves.

Click on the appropriate Edit button to open the color curve editor.

Boolean Animation Config


You set the from and to boolean values.

Xaos Animation Config


You set the from and to Xaos matrix values.

Click on the appropriate View Xaos Matrix button to open the Xaos Weights editor.

Rotate/Scale About Point Animation Config


This configuration type applies to Rotation and Scaling the Viewport about a specific point.

It is the same as a Numeric value configuration except that you must specify the X and Y values for the viewport’s specific point .

Pitch/Yaw/Roll Animation Config


You set the 3 from and to 3D orientation angles:

The animation engine will apply spherical interpolation to the 3 orientation angles.

You can copy the start/end 3D orientation angles from a 3D curve editor (see below) and paste it here.

Camera Location + LookAt Animation Config


You set the 3 from and to camera location:

You set the 3 from and to camera LookAt point:

The animation engine will calculate the camera orientation using the vector from the camera location to the lookAt point.

There are two 3D spline curves - one for the camera location and one for the lookout point.

Commonly the lookAt point will remain fixed throughout the animation. Also another common pattern is for the camera location to be fixed and the lookAt point will move.

Interpolation Curve Controls

Whats a Ramp, Pulse, or Periodic Curve?

Ramp
Curve starts at the right keyframe and ends at the left keyframe.
Pulse
Curve starts at the right keyframe goes to the left keyframe, and then returns to right keyframe.
Periodic
Curve cycles back and forth between the keyframes.

Interpolation Curve Types

Interpolation Curves
Interpolation Curves

Curves affect the interpolated parameter values. The default Linear Ramp curve interpolates linearly from start to end parameter values.

The bottom of the curve box represents the left keyframe flame fractal. The top represents the right keyframe flame fractal.

Linear Ramp (default)
Not effected by A or B curve shape parameters.
Exponential Ramp
Affected by just A curve shape parameter.
Tanh Ramp
Affected by just A curve shape parameter.
Sinh Ramp
Affected by just A curve shape parameter.
Cos Half-Power Ramp
Affected by just A curve shape parameter.
Cos Power Pulse
Affected by just A curve shape parameter.
Skewed Cos Power Pulse
Affected by both A and B curve shape parameters.
Sin Periodic
Affected by both A and B curve shape parameters.
Cos Periodic
Affected by both A and B curve shape parameters.
Catmull 2D Spline
Use the Edit button to open the curve editor.
See: 2D Catmull Rom Curves
B-Spline 2D
Use the Edit button to open the curve editor.
See: 2D B-Spline Curves
Audio Clip
Use the Audio button to use a audio sound clip to create a curve.
See: Audio Clip Curves

Smoothing Types

The affect of the Smoothing over 4 concatenated animation segments is shown in the graphic.

None
No smoothing is applied.
Smooth
Catmull-Rom spline smoothing. Tension (tau) parameter applies.

Ramp Variants

You can flip a curve upside-down or mirror it horizontally. This can be used to reverse the animation.

Norm
No change to animation order.
Flipped
Curve is flipped upside-down.
Mirrored

Curve is mirrored horizontally.

Animation Curve Editors


The 2D and 3D animation paths are defined using the appropriate curve editors.

2D B-Spline Curves

Closed B-Spline Curve
Closed B-Spline Curve
Open B-Spline Curve
Open B-Spline Curve

This editor creates 2D NURB or B-Spline curves. They can be either open or closed curves.

The placement of the curve’s control points determine the curve’s shape. Only the first and last control points are interpolated by the curve, the others just adjust the curve shape.

The plotted yellow squares are the control points, and the round green circles are the curve’s knot locations.

The green dashed lines represent the bounds of the fractal image and help you see where the control points are in relation to the fractal’s boundaries.

If the mouse is clicked close to an existing control point, it will be selected so you can drag it with the mouse to shape the curve. Otherwise, clicking elsewhere will add a new control point.

Copy
Copy the curve to the clipboard.
Paste
Paste the curve from the clipboard over this curve.
Zoom slider
Zoom in/out the plotted curve.
If when zooming in and the curve moves out of view, use the graph’s horizontal and vertical scroll bars to move it back into view.
Unzoom
Reset the plotted curve to the default zoom.
Parameterization
Choose one of: uniform, centripedal, or chordal,
Affects the curve’s “tightness”.
Hide/Show Knots
Hide/show the curve’s knots.
Hide/Show CP
Hide/show the curve’s control points.
Control Point Selector
Lets you edit the Control Point’s X-Y location and its weight.
Remove CP
Remove the selected control point.
Reset CPs
Reset the control points to a default linear curve.
Control Points
Opens a popover showing the Control Points’ locations (readonly).
Knots
Opens a popover showing the Control Points’ knots (readonly).
Weights
Opens a popover showing the Control Points’ weights (editable).
Open/Close Loop
Change curve from closed to open form or vice versa.
< CP
Change position of control point in the control point list. Moves the control point down in the list.
> CP
Change position of control point in the control point list. Moves the control point up in the list.
Control Points PopOver
Control Points PopOver
Knots PopOver
Knots PopOver

2D Catmull Rom Curves

This editor creates 2D Catmull Rom curves. They can be either open or closed curves.

The placement of the curve’s control points determine the curve’s shape. All but the first and last points are interpolated by the curve.

The plotted yellow squares are the control points. The first and last control points are shown as green squares (they are not shown for closed catmull curves).

The green dashed lines represent the bounds of the fractal image and help you see where the control points are in relation to the fractal’s boundaries.

If the mouse is clicked close to an existing control point, it will be selected so you can drag it with the mouse to shape the curve. Otherwise, clicking elsewhere will add a new control point.

Copy
Copy the curve to the clipboard.
Paste
Paste the curve from the clipboard over this curve.
Zoom slider
Zoom in/out the plotted curve.
If when zooming in and the curve moves out of view, use the graph’s horizontal and vertical scroll bars to move it back into view.
Unzoom
Reset the plotted curve to the default zoom.
Parameterization
Choose one of: uniform, centripedal, or chordal,
Affects the curve’s “tightness”.
Hide/Show CP
Hide/show the curve’s control points.
Control Point Selector
Lets you edit the Control Point’s X-Y location.
Remove CP
Remove the selected control point.
Reset CPs
Reset the control points to a default linear curve.
Control Points
Opens a popover showing the Control Points’ locations (readonly).
Open/Close Loop
Change curve from closed to open form or vice versa.
< CP
Change position of control point in the control point list. Moves the control point down in the list.
> CP
Change position of control point in the control point list. Moves the control point up in the list.

3D B-Spline Curves

This editor creates 3D NURB or B-Spline curves. They can be either open or closed curves.

The placement of the curve’s control points determine the curve’s shape. Only the first and last control points are interpolated by the curve, the others just adjust the curve shape.

The plotted yellow squares are the control points, and the round green circles are the curve’s knot locations.

If the mouse is clicked close to an existing control point, it will be selected so you can drag it with the mouse to shape the curve. Otherwise, clicking elsewhere will add a new control point.

Pitch
Adjust’s the viewport’s pitch.
(For viewing the 3D curve, changing this value makes it easier to see. Does not affect the actual 3D curve’s definition)
Yaw
Adjust’s the viewport’s yaw.
(For viewing the 3D curve, changing this value makes it easier to see. Does not affect the actual 3D curve’s definition)
Roll
Adjust’s the viewport’s roll.
(For viewing the 3D curve, changing this value makes it easier to see. Does not affect the actual 3D curve’s definition)
Copy
Copy the curve to the clipboard.
Paste
Paste the curve from the clipboard over this curve.
Zoom slider
Zoom in/out the plotted curve.
If when zooming in and the curve moves out of view, use the graph’s horizontal and vertical scroll bars to move it back into view.
Unzoom
Reset the plotted curve to the default zoom.
Parameterization
Choose one of: uniform, centripedal, or chordal,
Affects the curve’s “tightness”.
Hide/Show Knots
Hide/show the curve’s knots.
Hide/Show CP
Hide/show the curve’s control points.
Control Point Selector
Lets you edit the Control Point’s X-Y location and its weight.
Remove CP
Remove the selected control point.
Reset CPs
Reset the control points to a default linear curve.
Control Points
Opens a popover showing the Control Points’ locations (readonly).
Knots
Opens a popover showing the Control Points’ knots (readonly).
Weights
Opens a popover showing the Control Points’ weights (editable).
Open/Close Loop
Change curve from closed to open form or vice versa.
< CP
Change position of control point in the control point list. Moves the control point down in the list.
> CP
Change position of control point in the control point list. Moves the control point up in the list.
Copy Start Orientation
Copy the starting pitch/yaw/roll orientation to the clipboard.
(So you can paste it onto a Pitch/Yaw/Roll Orientation animation.)
Copy End Orientation
Copy the starting pitch/yaw/roll orientation to the clipboard.
(So you can paste it onto a Pitch/Yaw/Roll Orientation animation.)
Open Video Preview
Open’s the Video Preview so you can see what the affect of the 3D path is on the animation.

Design Note

In the Animation Sequencer, you may want to compose a sequence of 3 animation segments like this:

  1. Change 3D camera’s orientation
  2. Change the 3D camera’s fly-through path
  3. Change 3D camera’s orientation again

To get the first and last step’s camera orientations, use the Copy Start Orientation and Copy End Orientation buttons to put the correct orientation onto the clipboard. Then, paste the orientation onto the Camera Pitch/Yaw/Roll Orientation configuration (with the Paste Orientation button shown there).

3D Catmull Rom Curves

This editor creates 3D Catmull Rom curves. They can be either open or closed curves.

The placement of the curve’s control points determine the curve’s shape. All but the first and last points are interpolated by the curve.

The plotted yellow squares are the control points. The first and last control points are shown as green squares (they are not shown for closed catmull curves).

If the mouse is clicked close to an existing control point, it will be selected so you can drag it with the mouse to shape the curve. Otherwise, clicking elsewhere will add a new control point.

Pitch
Adjust’s the viewport’s pitch.
(For viewing the 3D curve, changing this value makes it easier to see. Does not affect the actual 3D curve’s definition)
Yaw
Adjust’s the viewport’s yaw.
(For viewing the 3D curve, changing this value makes it easier to see. Does not affect the actual 3D curve’s definition)
Roll
Adjust’s the viewport’s roll.
(For viewing the 3D curve, changing this value makes it easier to see. Does not affect the actual 3D curve’s definition)
Copy
Copy the curve to the clipboard.
Paste
Paste the curve from the clipboard over this curve.
Zoom slider
Zoom in/out the plotted curve.
If when zooming in and the curve moves out of view, use the graph’s horizontal and vertical scroll bars to move it back into view.
Unzoom
Reset the plotted curve to the default zoom.
Parameterization
Choose one of: uniform, centripedal, or chordal,
Affects the curve’s “tightness”.
Hide/Show CP
Hide/show the curve’s control points.
Control Point Selector
Lets you edit the Control Point’s X-Y location.
Remove CP
Remove the selected control point.
Reset CPs
Reset the control points to a default linear curve.
Control Points
Opens a popover showing the Control Points’ locations (readonly).
Open/Close Loop
Change curve from closed to open form or vice versa.
< CP
Change position of control point in the control point list. Moves the control point down in the list.
> CP
Change position of control point in the control point list. Moves the control point up in the list.
Copy Start Orientation
Copy the starting pitch/yaw/roll orientation to the clipboard.
(So you can paste it onto a Pitch/Yaw/Roll Orientation animation.)
Copy End Orientation
Copy the starting pitch/yaw/roll orientation to the clipboard.
(So you can paste it onto a Pitch/Yaw/Roll Orientation animation.)
Open Video Preview
Open’s the Video Preview so you can see what the affect of the 3D path is on the animation.