View Full Version : Quciktime VR Update

05-13-2005, 05:27 PM
Making a very nice and smooth QTVR scene is VERY hard :p

So to make a nice QTVR w/360 rotation and 180 on pitch, it will require a scene with 64800 frames. Not fun. Not ideal for web, but great for showing off a room in a house that's not built yet from an overhead projector or a kiosk ;).

Even at half that resolution, it's 16200 frames.

I would like to put in a camera, and punch in the frames for vertical/horizontal and the rotation start/end on each and let it go from there.

05-14-2005, 01:44 AM


05-14-2005, 01:56 AM
You missed it ;). I read that tut a couple of years ago when I first needed to make a QTVR file. It was he11 then, and it's h3ll now :)

To make a smooth OTVR, you have to make a crap load of key's and your frame-counts will be in the 1000's. There has to be another way... more automated.

05-14-2005, 02:18 AM
See, if I wanted 360 frames going horizontal, there HAS to be 360 frames in my timeline. That's No problem if I wanted to just pan on the horizon. But what if I needed (and I did) to do 180 degree's in the vertical (-90 deg/+90deg) as well. That is where the 64800 frames come in.

But LW only goes up to 32000 frames (well, it is 64k if you do the negetive thing)... another problem, but this is the 3rd time I had to make a QTVR at this resolution (360x180) in 5 years.

05-14-2005, 02:58 AM
I havent found a different way to substitute QTVR objects.

For environment panoramas I use Worley-Polk-Enviro.

Rendering so many thousands of frames takes very long and will results in a Huge MOV file.